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<blockquote data-quote="Chaosmancer" data-source="post: 9424154" data-attributes="member: 6801228"><p>Of course, you are JUST saying it will slow down combat... without having the rules, without running the rules, without having any experience of the rules. Just from vibes. And from rule examples that aren't actually in the book.</p><p></p><p>Meanwhile, people who have actually RUN the rules, multiple times, have come forward MULTIPLE times to say that... they don't really think combat has overall gotten any slower. That at worst it is pretty much the same. That tracking who is prone and who isn't is pretty much the same.</p><p></p><p></p><p></p><p>Specific?</p><p></p><p></p><p>My argument for the rules not being that disruptive for the DM were met with you saying it "reeks" of me being a player and not caring about the DM. Followed by the idea that it might become my problem if fewer people DM, because as a player, I would have to step up and DM I suppose. Oh, and you wanted to add that DMs are already a "rare commodity" </p><p></p><p>Want to guess why? It isn't because the rules are so difficult to understand, the DM doesn't need to understand any rules that a player doesn't need to understand. It is because we MAKE IT rare. People go on and on of the great burden of DMing, the titanic struggle of DMing, the hours and hours of work and sweat that goes into crafting something, only for stupid greedy, selfish players to thoughtlessly destroy it all. Then you want to turn around to someone whose just picked up a DnD book for the first time and say "Hey, you want to have a go at it?" </p><p></p><p>I've tried encouraging so many people to run games, because they have AWESOME ideas for campaigns, and almost every time, they back out. Because they don't think they can deal with the immense struggle and weight and difficulty of being a DM, which I keep telling them DOESN'T EXIST. It is not the default state of DMing. We know this, because we have seen small children run games. If an 8 year old can DM a game, anyone over the age of 15 can do it. Yes, there is a burden in running a game if you become responsible for everything. IF you take on scheduling the game, solving rules debates, tracking every players resources and special abilities... but this is a GROUP activity. Tell someone else to schedule when the sessions are and just let you know. Designate the person who knows the rules best to cover knowing the rules. Or, have every player be responsible for their own stuff. </p><p></p><p>Even as a player, I step up and I help the DM. They need HP tracked for monsters? I can do that. Remember who has what status effect? I can do that. Communicate with and lean on your players. You are not a "Master", you are a fellow person trying to have fun. </p><p></p><p>rant/</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9424154, member: 6801228"] Of course, you are JUST saying it will slow down combat... without having the rules, without running the rules, without having any experience of the rules. Just from vibes. And from rule examples that aren't actually in the book. Meanwhile, people who have actually RUN the rules, multiple times, have come forward MULTIPLE times to say that... they don't really think combat has overall gotten any slower. That at worst it is pretty much the same. That tracking who is prone and who isn't is pretty much the same. Specific? My argument for the rules not being that disruptive for the DM were met with you saying it "reeks" of me being a player and not caring about the DM. Followed by the idea that it might become my problem if fewer people DM, because as a player, I would have to step up and DM I suppose. Oh, and you wanted to add that DMs are already a "rare commodity" Want to guess why? It isn't because the rules are so difficult to understand, the DM doesn't need to understand any rules that a player doesn't need to understand. It is because we MAKE IT rare. People go on and on of the great burden of DMing, the titanic struggle of DMing, the hours and hours of work and sweat that goes into crafting something, only for stupid greedy, selfish players to thoughtlessly destroy it all. Then you want to turn around to someone whose just picked up a DnD book for the first time and say "Hey, you want to have a go at it?" I've tried encouraging so many people to run games, because they have AWESOME ideas for campaigns, and almost every time, they back out. Because they don't think they can deal with the immense struggle and weight and difficulty of being a DM, which I keep telling them DOESN'T EXIST. It is not the default state of DMing. We know this, because we have seen small children run games. If an 8 year old can DM a game, anyone over the age of 15 can do it. Yes, there is a burden in running a game if you become responsible for everything. IF you take on scheduling the game, solving rules debates, tracking every players resources and special abilities... but this is a GROUP activity. Tell someone else to schedule when the sessions are and just let you know. Designate the person who knows the rules best to cover knowing the rules. Or, have every player be responsible for their own stuff. Even as a player, I step up and I help the DM. They need HP tracked for monsters? I can do that. Remember who has what status effect? I can do that. Communicate with and lean on your players. You are not a "Master", you are a fellow person trying to have fun. rant/ [/QUOTE]
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