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Does 3/3.5E cause more "rule arguments" than earlier editions?
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<blockquote data-quote="EricNoah" data-source="post: 3091147" data-attributes="member: 4"><p>The current version of the game somewhat requires the participants to have a better knowledge of the rules, and rewards those who do. Memorization, or ability to quickly look up rules, or the ability to "think like WotC" and reinvent similar rules based on the spirit of the existing rules, is a key skill for this edition. </p><p></p><p>Earlier versions of the game required the DM to be better at making up an appropriate rule on the spot, and rewarded players who could think of clever ways to put the DM on the spot to come up with such. Improvisation is a key skill in these versions. </p><p></p><p>However, both versions actually required (or rewarded) extensive rules knowledge, and I believe both versions do in fact reward the ability to improvise at rules-creation. I think there are a lot of 3.x players/DMs who -- because they don't know a particular rule at a particular moment -- use rules improvisation freely and to fine effect in their 3.x games. So, in reality (in my opinion) there's room for both kinds of gamers, in 3.x games. </p><p></p><p>When rules knowledge clashes with rules improvisation, you get conflict in the game. Rules-knowers will shout, "You're just making that up because you're too dumb to remember the real rule," while rules-improvisers will shout, "You're uncreative and the game is uncreative, it reads like a law textbook." And in fact both sides have some pretty valid points.</p></blockquote><p></p>
[QUOTE="EricNoah, post: 3091147, member: 4"] The current version of the game somewhat requires the participants to have a better knowledge of the rules, and rewards those who do. Memorization, or ability to quickly look up rules, or the ability to "think like WotC" and reinvent similar rules based on the spirit of the existing rules, is a key skill for this edition. Earlier versions of the game required the DM to be better at making up an appropriate rule on the spot, and rewarded players who could think of clever ways to put the DM on the spot to come up with such. Improvisation is a key skill in these versions. However, both versions actually required (or rewarded) extensive rules knowledge, and I believe both versions do in fact reward the ability to improvise at rules-creation. I think there are a lot of 3.x players/DMs who -- because they don't know a particular rule at a particular moment -- use rules improvisation freely and to fine effect in their 3.x games. So, in reality (in my opinion) there's room for both kinds of gamers, in 3.x games. When rules knowledge clashes with rules improvisation, you get conflict in the game. Rules-knowers will shout, "You're just making that up because you're too dumb to remember the real rule," while rules-improvisers will shout, "You're uncreative and the game is uncreative, it reads like a law textbook." And in fact both sides have some pretty valid points. [/QUOTE]
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Does 3/3.5E cause more "rule arguments" than earlier editions?
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