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Circle Magic Concerns In "Heroes Of Faerun"
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<blockquote data-quote="AlViking" data-source="post: 9791270" data-attributes="member: 6906980"><p>Your "easier and more approachable" was tried and it didn't exactly lead to stellar success. In 3e they tried to define details for a lot of things but it was always a facade and all it really accomplished was that if you brought up some scenario on the fly someone would say "Hold on, there's a rule for that" and start furiously flipping through books, grinding the game to a halt. If the GM did decide ahead of time they had to look up the DC for everything and then choose the scenario that hit the DC they had in mind.</p><p></p><p>With 4e my experience was that if a player tried to do something a bit outside the box someone would declare "There's a power for that" and the GM would shut it down because they didn't want to make a power meaningless by letting someone be creative.</p><p></p><p>So in my experience your "easier" either stifled creativity or just added complexity that didn't add any real value. Meanwhile I prefer the more open approach because we aren't playing a war game, we're playing a TTRPG and the fact that the rules can be implemented in slightly different ways to accommodate what the table wants is a strength not a weakness. There are also plenty of books, blogs and other advice out there if you want to abdicate decisions to someone else. If that doesn't work for you there are other games, no game can be a good fit for everyone.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9791270, member: 6906980"] Your "easier and more approachable" was tried and it didn't exactly lead to stellar success. In 3e they tried to define details for a lot of things but it was always a facade and all it really accomplished was that if you brought up some scenario on the fly someone would say "Hold on, there's a rule for that" and start furiously flipping through books, grinding the game to a halt. If the GM did decide ahead of time they had to look up the DC for everything and then choose the scenario that hit the DC they had in mind. With 4e my experience was that if a player tried to do something a bit outside the box someone would declare "There's a power for that" and the GM would shut it down because they didn't want to make a power meaningless by letting someone be creative. So in my experience your "easier" either stifled creativity or just added complexity that didn't add any real value. Meanwhile I prefer the more open approach because we aren't playing a war game, we're playing a TTRPG and the fact that the rules can be implemented in slightly different ways to accommodate what the table wants is a strength not a weakness. There are also plenty of books, blogs and other advice out there if you want to abdicate decisions to someone else. If that doesn't work for you there are other games, no game can be a good fit for everyone. [/QUOTE]
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