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General Tabletop Discussion
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Does 3E/3.5 dictate a certain style of play?
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<blockquote data-quote="Kurotowa" data-source="post: 3254998" data-attributes="member: 27957"><p>Games have rules, rules set limits on what and how you do things, limits create a style of play. What seperates a roleplaying game from improv storytelling is that it does have rules and a style of play. This is was true for D&D 1st edition as it is now for D&D 3rd edition. The style has just shifted over time, with levels and magical items coming more quickly than they once did. What you call powergamers are just using a different style of play than the one you would prefer.</p><p></p><p>However there are degrees to this. Some games have very modular rules, where different elements can be subtracted or changed easily. Other games have very interconnected rules, where small changes ripple out and have a major impact. The early editions of D&D were more the former, while D20 is much more the latter. That's why people will often object when a GM makes a change in one place (amount of magical gear) without making a balancing change in another place (warrior dependance on gear vs caster dependance on gear).</p><p></p><p>My point, to state it clearly, is that every RPG has a style of play best suited to its rules. This is an inescapable fact. You can be willing to enjoy a game for what it offers, decide to find a different game better aimed at your tastes, or go under the hood and try to homebrew something exactly to your desires. The biggest trouble with the homebrew option is that it's so easy to do badly. So first you ought consider if you can enjoy D&D 3.5 for what it is instead of hating it for what it isn't. Then if you really want to go ahead you need to make an effort to understand why the rules are the way they are now, and what effect the changes you want will have, and how to effectively encourage the play style you want.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 3254998, member: 27957"] Games have rules, rules set limits on what and how you do things, limits create a style of play. What seperates a roleplaying game from improv storytelling is that it does have rules and a style of play. This is was true for D&D 1st edition as it is now for D&D 3rd edition. The style has just shifted over time, with levels and magical items coming more quickly than they once did. What you call powergamers are just using a different style of play than the one you would prefer. However there are degrees to this. Some games have very modular rules, where different elements can be subtracted or changed easily. Other games have very interconnected rules, where small changes ripple out and have a major impact. The early editions of D&D were more the former, while D20 is much more the latter. That's why people will often object when a GM makes a change in one place (amount of magical gear) without making a balancing change in another place (warrior dependance on gear vs caster dependance on gear). My point, to state it clearly, is that every RPG has a style of play best suited to its rules. This is an inescapable fact. You can be willing to enjoy a game for what it offers, decide to find a different game better aimed at your tastes, or go under the hood and try to homebrew something exactly to your desires. The biggest trouble with the homebrew option is that it's so easy to do badly. So first you ought consider if you can enjoy D&D 3.5 for what it is instead of hating it for what it isn't. Then if you really want to go ahead you need to make an effort to understand why the rules are the way they are now, and what effect the changes you want will have, and how to effectively encourage the play style you want. [/QUOTE]
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