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<blockquote data-quote="WizarDru" data-source="post: 3316304" data-attributes="member: 151"><p>As others have mentioned, if the DM does all the heavy lifting, it really doesn't matter what system you're using. If you change this example to 3.x, then all you need to do is say, "the DM assigned her the sample fighter package from the PHB fighter entry, let her choose a different weapon and she had a character in five minutes."</p><p></p><p></p><p>D&D 3.X moves the onus of the game core mechanics from combination of DMG/PHB to just the PHB. Players are clued into the game much earlier because they have those numbers directly in front of them from day one, instead of figuring them out eventually. Gaming by obscurity doesn't work for more than a short while. It means that there can be only one DM in any gaming group (a concept that EGG, Arneson and the game's original players themselves didn't practice or follow) and he must jealously guard that information from player knowledge.</p><p></p><p>Assuming he can do this, another reason that the DM-only table approach slows the game down: it creates a bottleneck. If only the DM can determine whether something has succeeded or failed and is the only one consulting the chart, combat must be entirely facilitated through him. In 3.x, the players can work the math themselves or with the DM to resolve those numbers, working only from the given target number. </p><p></p><p>While I liked Rolemaster, back in the day it easily got the nickname "Chartmaster" due to the large preponderance of charts in that game. Some believed the charts were created merely for their own sake, to create the illusion of depth. Having to identify weapon or damage-type, then go to a specific chart, roll and then possibly consult further charts from cross-indexing (go to the super-secret "you hit a jugular" table) was fun in its way, but I don't know that I'd say that it sped play up. </p><p></p><p>I'm sure a group that had totally internalized the system could move about the same speed as one that used dice and a formula...but I think the bar for where they plateau at system mastery is much higher for the chart-based method than the simple formula.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 3316304, member: 151"] As others have mentioned, if the DM does all the heavy lifting, it really doesn't matter what system you're using. If you change this example to 3.x, then all you need to do is say, "the DM assigned her the sample fighter package from the PHB fighter entry, let her choose a different weapon and she had a character in five minutes." D&D 3.X moves the onus of the game core mechanics from combination of DMG/PHB to just the PHB. Players are clued into the game much earlier because they have those numbers directly in front of them from day one, instead of figuring them out eventually. Gaming by obscurity doesn't work for more than a short while. It means that there can be only one DM in any gaming group (a concept that EGG, Arneson and the game's original players themselves didn't practice or follow) and he must jealously guard that information from player knowledge. Assuming he can do this, another reason that the DM-only table approach slows the game down: it creates a bottleneck. If only the DM can determine whether something has succeeded or failed and is the only one consulting the chart, combat must be entirely facilitated through him. In 3.x, the players can work the math themselves or with the DM to resolve those numbers, working only from the given target number. While I liked Rolemaster, back in the day it easily got the nickname "Chartmaster" due to the large preponderance of charts in that game. Some believed the charts were created merely for their own sake, to create the illusion of depth. Having to identify weapon or damage-type, then go to a specific chart, roll and then possibly consult further charts from cross-indexing (go to the super-secret "you hit a jugular" table) was fun in its way, but I don't know that I'd say that it sped play up. I'm sure a group that had totally internalized the system could move about the same speed as one that used dice and a formula...but I think the bar for where they plateau at system mastery is much higher for the chart-based method than the simple formula. [/QUOTE]
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