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[DannyAlcatraz] What do you do about the D&D-only player?
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<blockquote data-quote="Rothe" data-source="post: 3700804" data-attributes="member: 39813"><p>The biggest reason I hear for D&D only, is it is the system they know and they don't want to learn another. I try to run games where rules knowledge is not needed. What is more useful is knowledge and experience from real life and "common sense." So I'll pick a system that supports anyone trying to sneak up on someone (even if the chance is low), give advantages to flanking attacks, surprise attacks etc. All rule systems will be bent to this gameplay. To the actual mechanical advantages of choices I'm happy to convey those. If they fly in the face of common sense (i.e., the game system mechanical advantage is completely out of whack with any reasonable expectation based on real world experiences -I'm looking at you spiked chain-) then the system rules get tweaked.</p><p></p><p>The reason being I have too much invested in understanding and learning physics and history to recall multiple exceptions to common sense because some DM or game designer got a C in physics or thinks weapon x is so "cool' it should dominate the game or by fiat must implement these rules for balance reasons. <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=":)" /> In the last case maybe you should look to the rules that cause this imbalance in the first place or find an alternative that makes sense. </p><p></p><p>With respect to magic systems, I don't care. Just don't make them blantantly inconsitant with setting. For example, don't tell me magic is rare or not used in everyday life when the rules make learning it available to 70% of the population and there is a plethora of useful spells (light, food, water, etc.) that have permanent effects and can be readily and cost-effectively cast.</p><p></p><p>/end rant</p></blockquote><p></p>
[QUOTE="Rothe, post: 3700804, member: 39813"] The biggest reason I hear for D&D only, is it is the system they know and they don't want to learn another. I try to run games where rules knowledge is not needed. What is more useful is knowledge and experience from real life and "common sense." So I'll pick a system that supports anyone trying to sneak up on someone (even if the chance is low), give advantages to flanking attacks, surprise attacks etc. All rule systems will be bent to this gameplay. To the actual mechanical advantages of choices I'm happy to convey those. If they fly in the face of common sense (i.e., the game system mechanical advantage is completely out of whack with any reasonable expectation based on real world experiences -I'm looking at you spiked chain-) then the system rules get tweaked. The reason being I have too much invested in understanding and learning physics and history to recall multiple exceptions to common sense because some DM or game designer got a C in physics or thinks weapon x is so "cool' it should dominate the game or by fiat must implement these rules for balance reasons. :) In the last case maybe you should look to the rules that cause this imbalance in the first place or find an alternative that makes sense. With respect to magic systems, I don't care. Just don't make them blantantly inconsitant with setting. For example, don't tell me magic is rare or not used in everyday life when the rules make learning it available to 70% of the population and there is a plethora of useful spells (light, food, water, etc.) that have permanent effects and can be readily and cost-effectively cast. /end rant [/QUOTE]
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[DannyAlcatraz] What do you do about the D&D-only player?
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