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Design Philosophy of 5e
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<blockquote data-quote="ThirdWizard" data-source="post: 6320750" data-attributes="member: 12037"><p>Personally, I think the spirit of the rules is by far more important than the letter of them. Others disagree. ENWorld was pretty heavily centered around RAW back in the day, with the Rules forums devoted pretty strongly to finding RAW interpretations. Even when that RAW was silly, people would fall back on a kind of RAW is RAW philosophy. Those were heady days, and I have to say I was somewhat caught up in the echo-chamber back then. But, back then I was pretty steeped in 3e D&D, and my mindset was based on what I was reading on ENWorld.</p><p></p><p>Nowadays, I consider FATE Core to be the height of rules-heavy that I would want to run/play. Anything more than that, and I'm a bit off put. Personally, playing Dungeon World has been the biggest single eye opener for me in terms of freedom in rules interpretations and the importance of acknowledging the spirit of the rules. For those that don't know, in Dungeon World, everything is resolved by 2d6+STAT. Lower than a 6, something bad happens. 7-9, you succeed with a cost. 10+ you succeed well. That's it. No target numbers. Sometimes, the DM might not even say you have to roll, you might just succeed based on the style of game that the group is going for, or a roll might be impossible and you should either find something else to do or fail heartily.</p><p></p><p>So, going back to D&D from this mindset, I see the rules in a different light. I like to think the rules don't exist so that I know what I can do. The genre determines what I can or cannot do. The rules just determine the feedback I get when I try to do those things. And, the DM as the interpreter of the rules, determines how to utilize them in response. This creates sort of an ebb and flow of PC action to DM adjudication.</p><p></p><p>Yes, that places more responsibility on the side of the DM, but this if this is something embraced by 5e, then it is something I can really get behind.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6320750, member: 12037"] Personally, I think the spirit of the rules is by far more important than the letter of them. Others disagree. ENWorld was pretty heavily centered around RAW back in the day, with the Rules forums devoted pretty strongly to finding RAW interpretations. Even when that RAW was silly, people would fall back on a kind of RAW is RAW philosophy. Those were heady days, and I have to say I was somewhat caught up in the echo-chamber back then. But, back then I was pretty steeped in 3e D&D, and my mindset was based on what I was reading on ENWorld. Nowadays, I consider FATE Core to be the height of rules-heavy that I would want to run/play. Anything more than that, and I'm a bit off put. Personally, playing Dungeon World has been the biggest single eye opener for me in terms of freedom in rules interpretations and the importance of acknowledging the spirit of the rules. For those that don't know, in Dungeon World, everything is resolved by 2d6+STAT. Lower than a 6, something bad happens. 7-9, you succeed with a cost. 10+ you succeed well. That's it. No target numbers. Sometimes, the DM might not even say you have to roll, you might just succeed based on the style of game that the group is going for, or a roll might be impossible and you should either find something else to do or fail heartily. So, going back to D&D from this mindset, I see the rules in a different light. I like to think the rules don't exist so that I know what I can do. The genre determines what I can or cannot do. The rules just determine the feedback I get when I try to do those things. And, the DM as the interpreter of the rules, determines how to utilize them in response. This creates sort of an ebb and flow of PC action to DM adjudication. Yes, that places more responsibility on the side of the DM, but this if this is something embraced by 5e, then it is something I can really get behind. [/QUOTE]
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