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Are we all becoming balance lawyers?
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<blockquote data-quote="francisca" data-source="post: 2988238" data-attributes="member: 9734"><p>Not a darn thing. I don't think a 320 page PHB, 320 page DMG, and whatever the MM is the help they need, however. The basic game might be a good entry point, and I realize the DMG II attempts to help, but having to buy another book to get help for new DMs might hamper more than help.</p><p></p><p></p><p>Hey, newsflash: It has always been a niche hobby, and always will be. And frankly, I don't care that it is, and don't care if it is ever more than that. I have no responsibility to anyone to shepherd the growth of the game.</p><p></p><p></p><p>Again, it's a matter of expectations. The guys at my table aren't there for the ultimate uber super-genius DM running the ultimate RPG experience. (They would have left the game years ago if that was the case. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) I recall my early days of DMing to be a learning experience, where sometimes I botched it. Sometimes this screwed the players, sometime it was in the player's favor. But it was never a "crappy, unrewarding, impossible-to-win campaign" and we never struggled "with unpleasant game sessions for weeks before we "deserve" to have an enjoyable game". YMMV.</p><p></p><p></p><p>Again, I don't see spending half the session (for the new DM/players) flipping through the PHB and DMG to figure out how flanking works ("what? pick a corner, draw a line, if it intersects? What?") as being any better.</p><p></p><p>What you are describing sounds like a "one size fits all" solution. I can't see that ever being the case.</p></blockquote><p></p>
[QUOTE="francisca, post: 2988238, member: 9734"] Not a darn thing. I don't think a 320 page PHB, 320 page DMG, and whatever the MM is the help they need, however. The basic game might be a good entry point, and I realize the DMG II attempts to help, but having to buy another book to get help for new DMs might hamper more than help. Hey, newsflash: It has always been a niche hobby, and always will be. And frankly, I don't care that it is, and don't care if it is ever more than that. I have no responsibility to anyone to shepherd the growth of the game. Again, it's a matter of expectations. The guys at my table aren't there for the ultimate uber super-genius DM running the ultimate RPG experience. (They would have left the game years ago if that was the case. :) ) I recall my early days of DMing to be a learning experience, where sometimes I botched it. Sometimes this screwed the players, sometime it was in the player's favor. But it was never a "crappy, unrewarding, impossible-to-win campaign" and we never struggled "with unpleasant game sessions for weeks before we "deserve" to have an enjoyable game". YMMV. Again, I don't see spending half the session (for the new DM/players) flipping through the PHB and DMG to figure out how flanking works ("what? pick a corner, draw a line, if it intersects? What?") as being any better. What you are describing sounds like a "one size fits all" solution. I can't see that ever being the case. [/QUOTE]
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