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General Tabletop Discussion
*Dungeons & Dragons
Anyone else tired of the miserly begrudging Rogue design of 5E?
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<blockquote data-quote="happyhermit" data-source="post: 7389933" data-attributes="member: 6834463"><p>Yeah I really wish the idea of "amount of rules" = "focus of game" could just be put to bed already, it simply isn't true. A good example I have seen is Poker, by that metric bluffing isn't an important part of the game... which should be ridiculous on the face of it. The amount of rules a particular aspect of a game needs varies from person to person, system to system, but need not have a significant impact on how "important" that aspect is. For example, I rarely enjoy games with a lot of rules for "RP" or social interaction, not because I don't enjoy that type of game (quite the opposite) but rather we find it more enjoyable to just roleplay it out and we feel doing so most of the time gives us the most satisfactory experience. Combat on the other hand, we find having moderately detailed resolution mechanics to be better than just abstract ones, although sometimes we do just narrate or abstract things out if that seems preferable. You can pretty much look at any game, sport, etc and find areas that have a lot of rules compared to how "important" that thing might seem to a particular game.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 7389933, member: 6834463"] Yeah I really wish the idea of "amount of rules" = "focus of game" could just be put to bed already, it simply isn't true. A good example I have seen is Poker, by that metric bluffing isn't an important part of the game... which should be ridiculous on the face of it. The amount of rules a particular aspect of a game needs varies from person to person, system to system, but need not have a significant impact on how "important" that aspect is. For example, I rarely enjoy games with a lot of rules for "RP" or social interaction, not because I don't enjoy that type of game (quite the opposite) but rather we find it more enjoyable to just roleplay it out and we feel doing so most of the time gives us the most satisfactory experience. Combat on the other hand, we find having moderately detailed resolution mechanics to be better than just abstract ones, although sometimes we do just narrate or abstract things out if that seems preferable. You can pretty much look at any game, sport, etc and find areas that have a lot of rules compared to how "important" that thing might seem to a particular game. [/QUOTE]
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Anyone else tired of the miserly begrudging Rogue design of 5E?
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