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Design Philosophy of 5e
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<blockquote data-quote="Cybit" data-source="post: 6320758" data-attributes="member: 66111"><p>I wonder whether those advantages of playing in person are why WotC is pushing down this road. IMO, the main advantage a TTRPG has over a CRPG or a video game is you do have a human arbiter who can make decisions to cover the corner cases with the spirit of the rules rather than the letter of the rule, as well as the ability to make things up to fit their players rather than trying to create everything they hope the players can think of. (think I said that last part kind of awkwardly, but basically you aren't constrained by the developer game world). </p><p></p><p>If WotC believes that, it makes sense that in some cases, they are willing to push the "DM arbritrates" over "have rule to cover every situation". Going down that path; the heavy emphasis on DM teaching and examples for DMs to use makes even more sense - rather than having rules try to cover for newbie DMs, have the DMG and the rules show DMs how to arbitrate well and move forward. It's a nice change of pace from 3E and 4E IMO, and I feel it is a better long-term play to teach DMs how to, well, DM, rather than giving them a tight set of rules and no tools beyond experience to handle situations not covered by the rules.</p></blockquote><p></p>
[QUOTE="Cybit, post: 6320758, member: 66111"] I wonder whether those advantages of playing in person are why WotC is pushing down this road. IMO, the main advantage a TTRPG has over a CRPG or a video game is you do have a human arbiter who can make decisions to cover the corner cases with the spirit of the rules rather than the letter of the rule, as well as the ability to make things up to fit their players rather than trying to create everything they hope the players can think of. (think I said that last part kind of awkwardly, but basically you aren't constrained by the developer game world). If WotC believes that, it makes sense that in some cases, they are willing to push the "DM arbritrates" over "have rule to cover every situation". Going down that path; the heavy emphasis on DM teaching and examples for DMs to use makes even more sense - rather than having rules try to cover for newbie DMs, have the DMG and the rules show DMs how to arbitrate well and move forward. It's a nice change of pace from 3E and 4E IMO, and I feel it is a better long-term play to teach DMs how to, well, DM, rather than giving them a tight set of rules and no tools beyond experience to handle situations not covered by the rules. [/QUOTE]
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