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Am I no longer WoTC's target audience?
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<blockquote data-quote="HarbingerX" data-source="post: 7906747" data-attributes="member: 53951"><p>Regarding systems, I recommend any DM should give a try running</p><p></p><p></p><p>I don't see complexity as just the rules, but also all the options. I think the simplest rules were 4e; I was amazed how how great a job they did at paring down all the complex sub-systems to an easily understood and consistent set of rules. New books also didn't add to complexity as they didn't introduce new sub-systems - they just bolted more powers onto the system that was already there. Too bad I hated DMing and playing it - not because of the rules, but because the design math had serious problems that made combat either a long slog or a walk in the park, but never 'just right'.</p><p></p><p>2e is more complex than 1e because it lived the longest and had whole books with kits for a single class. Or rule books just for dungeon or outdoor adventuring rules.</p><p></p><p>3.5 is less complex mechanically than 2e/1e at the core, but over time became a similar bloated mess with many, many additional rules added from splat books. Don't you remember having to have stacks of books on hand and needing to know which particular one had that feat or rule the player mentioned? It was heaven for rules lawyers. </p><p></p><p>5e seems to be avoiding this problem so far by focusing more on setting and not adding new rules - though Saltmarsh did dip its toe into that.</p><p></p><p>As I stated, I see 5e has having gone back to the B/X model while bringing better modern techniques.</p></blockquote><p></p>
[QUOTE="HarbingerX, post: 7906747, member: 53951"] Regarding systems, I recommend any DM should give a try running I don't see complexity as just the rules, but also all the options. I think the simplest rules were 4e; I was amazed how how great a job they did at paring down all the complex sub-systems to an easily understood and consistent set of rules. New books also didn't add to complexity as they didn't introduce new sub-systems - they just bolted more powers onto the system that was already there. Too bad I hated DMing and playing it - not because of the rules, but because the design math had serious problems that made combat either a long slog or a walk in the park, but never 'just right'. 2e is more complex than 1e because it lived the longest and had whole books with kits for a single class. Or rule books just for dungeon or outdoor adventuring rules. 3.5 is less complex mechanically than 2e/1e at the core, but over time became a similar bloated mess with many, many additional rules added from splat books. Don't you remember having to have stacks of books on hand and needing to know which particular one had that feat or rule the player mentioned? It was heaven for rules lawyers. 5e seems to be avoiding this problem so far by focusing more on setting and not adding new rules - though Saltmarsh did dip its toe into that. As I stated, I see 5e has having gone back to the B/X model while bringing better modern techniques. [/QUOTE]
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