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Chess is not an RPG: The Illusion of Game Balance
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<blockquote data-quote="prosfilaes" data-source="post: 6414162" data-attributes="member: 40166"><p>I have no idea what you mean. Where are the stats progressions listed for "roll nd100 and something happens if anyone of them is below 05"? And how can a DM be a neutral arbitrator following the rules when two DMs would decide on entirely different ways of randomly determining random encounters? </p><p></p><p></p><p></p><p>This is incredibly counterfactual. I don't think any successful DM has ever ceded control to those tables in the DMG, instead of using them as inspiration and help.</p><p></p><p></p><p></p><p>"To me" doesn't change the fact that that statement is again provably false. I do not market 5e; I still haven't been entirely sold on it. So it's not marketing speak; it's my feelings from comparing the two games. Looking at page 5 of S2: White Plume Mountain, I could run that as is in D&D 5 with changing some numbers. I might need to play with a few other power differences, and could change a few other things to make it feel more like D&D 5, but they're not that different. Anyone considering AD&D 1 and D&D 5 different classes of things is not making sense to me.</p><p></p><p></p><p></p><p>Of course there's other things in roleplaying games. I don't know where everyone arguing with you stands, but certainly several of us don't believe that at all. The problem is, you want to put it into another box where story doesn't play any part in roleplaying games, and most of the exemplars I have of RPGs are not RPGs. To go back to an earlier comment:</p><p></p><p></p><p></p><p>That's absurd. In the 1990s, successful game designers were designing games that people wanted to play in the 1990s. It is absurd to say that they didn't know what they were doing; they made games people bought, because they made games people enjoyed. The proof of the pudding is in the eating, not your theory about how RPGs should be designed.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 6414162, member: 40166"] I have no idea what you mean. Where are the stats progressions listed for "roll nd100 and something happens if anyone of them is below 05"? And how can a DM be a neutral arbitrator following the rules when two DMs would decide on entirely different ways of randomly determining random encounters? This is incredibly counterfactual. I don't think any successful DM has ever ceded control to those tables in the DMG, instead of using them as inspiration and help. "To me" doesn't change the fact that that statement is again provably false. I do not market 5e; I still haven't been entirely sold on it. So it's not marketing speak; it's my feelings from comparing the two games. Looking at page 5 of S2: White Plume Mountain, I could run that as is in D&D 5 with changing some numbers. I might need to play with a few other power differences, and could change a few other things to make it feel more like D&D 5, but they're not that different. Anyone considering AD&D 1 and D&D 5 different classes of things is not making sense to me. Of course there's other things in roleplaying games. I don't know where everyone arguing with you stands, but certainly several of us don't believe that at all. The problem is, you want to put it into another box where story doesn't play any part in roleplaying games, and most of the exemplars I have of RPGs are not RPGs. To go back to an earlier comment: That's absurd. In the 1990s, successful game designers were designing games that people wanted to play in the 1990s. It is absurd to say that they didn't know what they were doing; they made games people bought, because they made games people enjoyed. The proof of the pudding is in the eating, not your theory about how RPGs should be designed. [/QUOTE]
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