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<blockquote data-quote="doctorbadwolf" data-source="post: 7032494" data-attributes="member: 6704184"><p>Your points about looking things up only work for experienced DMs. You know this edition has tons of new DMs, right? </p><p></p><p>And even experienced groups aren't always ok with the DM just making it up during play, so no, that doesn't work. And there is no reason <em>to not make the rules easier to find.</em></p><p></p><p>And clarified rules don't mean that the player with a 35 roll knows he is hidden no matter what. That is just not an accurate conclusion. I don't even know why you would think that. Knowing how the basic mechanics of hiding doesn't mean the circumstantial nature of stealth is out of the DM's hands. It just means the players know about what to expect, and can try to plan for it. </p><p></p><p>Unclear rules don't empower the DM. The DM that is just making it up without reference to the actual rules would be doing that anyway. That DM did that in 4e, too. And will do so in 6e, if that happens. </p><p></p><p>Meanwhile, DMs who would rather not design the game they are trying to play have to kludge something together and hope it doesn't bite them in the ass later. Really empowering. /s</p><p></p><p>Inspiration: The Old School Hack system lets players reward eachother with action points (or hero points, or whatever they call them in that system). Having it be a thing players start with 1 or 2 of, and can gain more of/gain back by playing into their backgrounds and backstory works well because it's just easier to remember that the system exists, but requires little to no input from a DM that doesn't want to be bothered about it. </p><p></p><p>My point, though, was that there are different RP carrot systems, so it's not accurate to say that if you don't like Inspiration it's because you don't like RP carrot systems.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7032494, member: 6704184"] Your points about looking things up only work for experienced DMs. You know this edition has tons of new DMs, right? And even experienced groups aren't always ok with the DM just making it up during play, so no, that doesn't work. And there is no reason [I]to not make the rules easier to find.[/I] And clarified rules don't mean that the player with a 35 roll knows he is hidden no matter what. That is just not an accurate conclusion. I don't even know why you would think that. Knowing how the basic mechanics of hiding doesn't mean the circumstantial nature of stealth is out of the DM's hands. It just means the players know about what to expect, and can try to plan for it. Unclear rules don't empower the DM. The DM that is just making it up without reference to the actual rules would be doing that anyway. That DM did that in 4e, too. And will do so in 6e, if that happens. Meanwhile, DMs who would rather not design the game they are trying to play have to kludge something together and hope it doesn't bite them in the ass later. Really empowering. /s Inspiration: The Old School Hack system lets players reward eachother with action points (or hero points, or whatever they call them in that system). Having it be a thing players start with 1 or 2 of, and can gain more of/gain back by playing into their backgrounds and backstory works well because it's just easier to remember that the system exists, but requires little to no input from a DM that doesn't want to be bothered about it. My point, though, was that there are different RP carrot systems, so it's not accurate to say that if you don't like Inspiration it's because you don't like RP carrot systems. [/QUOTE]
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