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Dungeon Craft on Simplifying Rules
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<blockquote data-quote="Cruentus" data-source="post: 8694510" data-attributes="member: 7034645"><p>I've followed a lot of DungeonCraft because his approach (old school, flexible, faster moving, and that his 27 year old campaign is only at 6th level) aligns with how I've come full circle from starting in basic, playing every edition up until 5th, and have now moved back to and am enjoying mightily Basic/OSE. </p><p></p><p>I think his main point is not to let the mechanics and the rules look ups interfere with the flow and drama of the game (although I also seem to remember they don't use the written spells, casters just make up the effect they want, and he adjudicates it in the moment - and they roll a caster roll to see if the spell goes off). Most of us know the rules inside and out (with a little edition leak thrown in) to be able to keep a game going, and make reasonable calls in the moment, especially if it serves story rather than hard mechanics. </p><p></p><p>It all ultimately comes down to how your table likes their game flow. I'm becoming less and less interested in the "more and more" (abilities/spells/powers/races/classes/subclasses/mechanics, etc.) and prefer a smoother tempo to the game. Our use of Basic and OSE has been great for that, for ex, everyone gets one action each round. Simple. No one is waiting for the mutliattack/free interaction/reaction/bonus action/action surge with 6 or 7 different class/race/Feat spell like abilities analysis paralysis to resolve before the next person gets to go. We had one player who would walk his dog between his turns IN COMBAT in our games. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f633.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":oops:" title="Oops! :oops:" data-smilie="10"data-shortname=":oops:" />. </p><p></p><p>Ultimately, all the youtube and blog posts about "how to play the game" are grist for the mill of thinking about different styles, what might work, what might not. Use it is you like it, ignore it if you don't. Most important is to have fun playing what you're playing. There is no wrong way to do it.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8694510, member: 7034645"] I've followed a lot of DungeonCraft because his approach (old school, flexible, faster moving, and that his 27 year old campaign is only at 6th level) aligns with how I've come full circle from starting in basic, playing every edition up until 5th, and have now moved back to and am enjoying mightily Basic/OSE. I think his main point is not to let the mechanics and the rules look ups interfere with the flow and drama of the game (although I also seem to remember they don't use the written spells, casters just make up the effect they want, and he adjudicates it in the moment - and they roll a caster roll to see if the spell goes off). Most of us know the rules inside and out (with a little edition leak thrown in) to be able to keep a game going, and make reasonable calls in the moment, especially if it serves story rather than hard mechanics. It all ultimately comes down to how your table likes their game flow. I'm becoming less and less interested in the "more and more" (abilities/spells/powers/races/classes/subclasses/mechanics, etc.) and prefer a smoother tempo to the game. Our use of Basic and OSE has been great for that, for ex, everyone gets one action each round. Simple. No one is waiting for the mutliattack/free interaction/reaction/bonus action/action surge with 6 or 7 different class/race/Feat spell like abilities analysis paralysis to resolve before the next person gets to go. We had one player who would walk his dog between his turns IN COMBAT in our games. :oops:. Ultimately, all the youtube and blog posts about "how to play the game" are grist for the mill of thinking about different styles, what might work, what might not. Use it is you like it, ignore it if you don't. Most important is to have fun playing what you're playing. There is no wrong way to do it. [/QUOTE]
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