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Are we all becoming balance lawyers?
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<blockquote data-quote="Taraxia" data-source="post: 2988065" data-attributes="member: 42426"><p>What's wrong with trying to help out "n00b dms"?</p><p></p><p>This is exactly the point -- if you want D&D to be more than a small niche hobby, which WotC certainly does since the growth of D&D is what's paying their salaries, then you need to make it easier for people to play the game. Yes, there's a certain cachet to having the super-genius eats-breathes-and-sleeps-RPGs dude from the gaming store as your DM, who can houserule and rebalance and rewrite everything effortlessly, but *lots of players don't have such a dude*. If me and my four friends like the idea of playing D&D but none of us has time and energy to train ourselves into being the super-DM that all of you remember so fondly from 1st edition days, are we just doomed to crappy, unrewarding, impossible-to-win campaigns? Do we *have* to struggle with unpleasant game sessions for weeks before we "deserve" to have an enjoyable game? Is that the rule?</p><p></p><p>Balance, comprehensive crunch, rules that "assume a DM who applies them heartlessly like a computer" -- all of these are *important*, because for the game to sell and be accessible it has to be usable by stupid DMs. Most DMs start out as stupid DMs, after all, and it's a lot easier for a stupid DM, using comprehensive rules that treat him like a CPU, to *learn* how to become a good DM and *learn* how to use discretion and so on, than for the stupid DM to have an unbalanced, incomplete ruleset that needs tons of tweaking dumped into his lap and have no idea where to go. The most likely situation in that scenario is that the group has an awful session and then stops playing D&D in favor of something else.</p></blockquote><p></p>
[QUOTE="Taraxia, post: 2988065, member: 42426"] What's wrong with trying to help out "n00b dms"? This is exactly the point -- if you want D&D to be more than a small niche hobby, which WotC certainly does since the growth of D&D is what's paying their salaries, then you need to make it easier for people to play the game. Yes, there's a certain cachet to having the super-genius eats-breathes-and-sleeps-RPGs dude from the gaming store as your DM, who can houserule and rebalance and rewrite everything effortlessly, but *lots of players don't have such a dude*. If me and my four friends like the idea of playing D&D but none of us has time and energy to train ourselves into being the super-DM that all of you remember so fondly from 1st edition days, are we just doomed to crappy, unrewarding, impossible-to-win campaigns? Do we *have* to struggle with unpleasant game sessions for weeks before we "deserve" to have an enjoyable game? Is that the rule? Balance, comprehensive crunch, rules that "assume a DM who applies them heartlessly like a computer" -- all of these are *important*, because for the game to sell and be accessible it has to be usable by stupid DMs. Most DMs start out as stupid DMs, after all, and it's a lot easier for a stupid DM, using comprehensive rules that treat him like a CPU, to *learn* how to become a good DM and *learn* how to use discretion and so on, than for the stupid DM to have an unbalanced, incomplete ruleset that needs tons of tweaking dumped into his lap and have no idea where to go. The most likely situation in that scenario is that the group has an awful session and then stops playing D&D in favor of something else. [/QUOTE]
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