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DMG - breaking bounded accuracy already?
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<blockquote data-quote="Timotheos55000" data-source="post: 6499159" data-attributes="member: 6788861"><p>For those of you who have problems with BA, I'd ask you how you would have solved the problem yourself. As someone who has a very little bit of experience in game design I know that often the mechanics and game systems you create do not always work as you have intended or even as you would like, even less so if you have a deadline on a final product you have to meet.</p><p></p><p>Now, it seems to me that the core complaint here, and a lot of complaints about 5th edition in general, is that the DM is encouraged to take more control and decide more with mechanics in the games they run. And that is what the DMG is created for. It supplies the DM with the options that are necessary for DM to create and manage a world of their own design. Yes, bounded accuracy can be broken if someone is populating a game world with material presented in the DMG and not using the various officially designed adventure paths, but so can any game that you can sandbox a creative mode. </p><p></p><p>My D&D experience is admittedly limited, but between the two systems I have experience in (3.5 and 5E), 5th edition is far easier and more inviting as a new DM as opposed to the complexity of 3.5. The argument of "its a bad design because it requires the DM to judge a ruling" is a bit unfounded in my opinion. As someone who is fresh and new to DMing, I need to be able to read into those rulings and decide what makes sense to me for me to run MY campaign in a world that I create. I see the magic items there in the DMG as guidelines for things that I might wish to create and use to populate my world with.</p></blockquote><p></p>
[QUOTE="Timotheos55000, post: 6499159, member: 6788861"] For those of you who have problems with BA, I'd ask you how you would have solved the problem yourself. As someone who has a very little bit of experience in game design I know that often the mechanics and game systems you create do not always work as you have intended or even as you would like, even less so if you have a deadline on a final product you have to meet. Now, it seems to me that the core complaint here, and a lot of complaints about 5th edition in general, is that the DM is encouraged to take more control and decide more with mechanics in the games they run. And that is what the DMG is created for. It supplies the DM with the options that are necessary for DM to create and manage a world of their own design. Yes, bounded accuracy can be broken if someone is populating a game world with material presented in the DMG and not using the various officially designed adventure paths, but so can any game that you can sandbox a creative mode. My D&D experience is admittedly limited, but between the two systems I have experience in (3.5 and 5E), 5th edition is far easier and more inviting as a new DM as opposed to the complexity of 3.5. The argument of "its a bad design because it requires the DM to judge a ruling" is a bit unfounded in my opinion. As someone who is fresh and new to DMing, I need to be able to read into those rulings and decide what makes sense to me for me to run MY campaign in a world that I create. I see the magic items there in the DMG as guidelines for things that I might wish to create and use to populate my world with. [/QUOTE]
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