Halivar
First Post
Can we move to a scale of 1 to 100?Granularity. Le mot juste. On a scale of 1 to 10, how granular do people think the 5e rules are, and how granular would you prefer it to be ?
Can we move to a scale of 1 to 100?Granularity. Le mot juste. On a scale of 1 to 10, how granular do people think the 5e rules are, and how granular would you prefer it to be ?
Granularity. Le mot juste. On a scale of 1 to 10, how granular do people think the 5e rules are, and how granular would you prefer it to be ?
Like you said, I don't think that Mearls' response in the moment is necessarily indicative of this. And of course they should know why people like various options. And then make spell components core. Or else.
Oh man, I agree. If you've seen me put things that way, let me know, so I can edit those posts. Because playstyle choices I disagree with and find boring say nothing about the people who choose them. Other than I might find the way they play boring, I suppose.![]()
Can we agree that granularity means "level of detail" ?Not to be pedantic, but define what you mean by granularity please.
I believe they expect us to, and that the DMG is going to have suggestions (but not rules) for how to do it. No problem there, surely.It's my hope that they'll be quite open to house rules and tweaks to suit the needs of each individual table without (somehow) diminishing the shared experience of players as a whole.
What seems to be missing here is the fact that a highly codified game, one that is empirical with objective truths allows for Bad DMS. Bad DMs do not LEARN what works well for a great table experience for the people they have played around. They do not become good DMs as the rules do all the work for them. That is compensating for the flaws in the DM.
See what I did there?
It comes down to a difference of opinion, really. I want more good DMs. IMHO, I think the game needs more good DMs to grow and be successful. I don't see how overly codified rule sets create more good DMs. You could argue that to master the rule set as a DM you have to be Good, but that seems more a barrier to entry. I think the 5E is doing the right thing. Yes, there will be MORE bad DMs, but the rule set is flexible, forgiving, and those DMs will get better. They must, or they simply won't be DMs anymore when nobody shows up for their game. The difference in opinion is where you put the onus: On the DM (improve your game to maximize your table-fun) or the developers (improve the game to maximize every table-fun).
I think Monte Cooks comment goes to the the heart of it: Developers just aren't interested in creating the mythical one-game-to-rule-them-all where everyone is satisfied. Here's the bare bones, here are some options we think are popular, here are some guidelines to tweak the game to suit certain popular playstyles. Have Fun! That seems a great approach.
So count me on the side of the flexible, less rules is more side of the opinion. ie "human-centric"
IMO
jrowland said:What seems to be missing here is the fact that a highly codified game, one that is empirical with objective truths allows for Bad DMS.
I find that 4e's total separation of fluff and mechanics in power descriptions makes me pretty much ignore the fluff. It has no use, so why should I read it? This already started in 3e when they had clear concise rules for how a "line" type of spell worked.I really like the designer's philosophy, and you can see it in the prose of the game. The Command spell pretty much says "here are the rules, you can use the spell this way for sure" like later editions. But also in the same spell is goes "oh yeah so if your DM is cool with it, he may allow any word at all" like earlier editions. It places the final ruling in the DM's lap, so rules lawyers can use the rules as they want, and then when they want to try something outside the book, the book points at the DM and says "ask that guy".
I've noticed my players changed from "whatever man" players in old editions to "these are the exact rules and we must follow them exactly" when we made the switch to 3rd and Pathfinder. I believe this has to do with the prose in the book. Old editions were written in a "DM is the boss, do this if you like" prose while new editions clamped down the exact rules and strangled the authority of the DM.
I appreciate the return to form.
Also, I totally laughed at Mearls' "boring" dig.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.