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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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<blockquote data-quote="tetrasodium" data-source="post: 8225587" data-attributes="member: 93670"><p>with all the talk of an afterword from 1e I decided to pull something meaningful from the 2e dmg since I'm more familiar with it & there are a lot of people on here who never played 2e</p><p>[spoiler="introduction"]</p><p>[ATTACH=full]134332[/ATTACH]</p><p>[/spoiler]</p><p>[spoiler="Giving the players what they want"]</p><p>[ATTACH=full]134333[/ATTACH]</p><p>[/spoiler]</p><p></p><p>5e can shout from the rooftops all day about how the overly simplified & "streamlined" rules light natural language is there to empower GMs & make it easy to do the kinds of things spelled out just there on page 9 & 10 of the 2e dmg. But critically the left out the rules that provide safety nets & guard rails in an effort to streamline one more thing one more step. 5e then took that one step further by not including much if any detail on design intent or the pros & cons of making changes to the rules. That omission is not especially surprising because in many cases an individual subsystem no longer includes any dials that once allowed smaller tweaks & corrections leaving little option beyond removing that subsystem or writing an entirely new one. Having to build an entirely new subsystem is made harder because d&d is a complex interconnected set of subsystems that depend on each other so even a simple rewrite of something becomes needlessly complex as an ever snowballing collection of one off changes to interconnected things build up to dwarf the original change.</p><p></p><p>3.5 may have dialed back some of the guidance & insight or moved parts of it into various splatbooks, but it still had a bunch of smaller more subjective leaning dials that could be adjusted to achieve goals or compensate for slightly missing the mark just as it still had safety nets baked in.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8225587, member: 93670"] with all the talk of an afterword from 1e I decided to pull something meaningful from the 2e dmg since I'm more familiar with it & there are a lot of people on here who never played 2e [spoiler="introduction"] [ATTACH type="full"]134332[/ATTACH] [/spoiler] [spoiler="Giving the players what they want"] [ATTACH type="full"]134333[/ATTACH] [/spoiler] 5e can shout from the rooftops all day about how the overly simplified & "streamlined" rules light natural language is there to empower GMs & make it easy to do the kinds of things spelled out just there on page 9 & 10 of the 2e dmg. But critically the left out the rules that provide safety nets & guard rails in an effort to streamline one more thing one more step. 5e then took that one step further by not including much if any detail on design intent or the pros & cons of making changes to the rules. That omission is not especially surprising because in many cases an individual subsystem no longer includes any dials that once allowed smaller tweaks & corrections leaving little option beyond removing that subsystem or writing an entirely new one. Having to build an entirely new subsystem is made harder because d&d is a complex interconnected set of subsystems that depend on each other so even a simple rewrite of something becomes needlessly complex as an ever snowballing collection of one off changes to interconnected things build up to dwarf the original change. 3.5 may have dialed back some of the guidance & insight or moved parts of it into various splatbooks, but it still had a bunch of smaller more subjective leaning dials that could be adjusted to achieve goals or compensate for slightly missing the mark just as it still had safety nets baked in. [/QUOTE]
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