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It was ultimately more forgiving than that. Take a hypothetical scenario of needing to climb a sheer marble wall without relevant skills or having skills but having them too low to matter. The key was to lean into the solid & reliable skills abilities & items that the party did have to build up +2 +2 +2 of differing bonus types through manageable checks. The phb even had a section about working together to accomplish impossible checks using time & teamwork instead of an action. An awful lot of players skipped over that(along with the associated DM's best friend) and just grumbled about not having a good climb☆ skill instead of thinking how they could leverage the skills they did have towards the problem of the moment.More accurately, it was a game that allowed you to succeed at (extremely little) if you didn't have the right ability. Technically, you were still allowed to try anything; and once in a while those attempts would come off despite not having the right ability, thanks to some lucky dice rolling.
A logic which only works if you presume rules are bad and dumb and wrong and nobody could possibly enjoy using, interacting with, or thinking about rules.It’s not exception-based design that enables rules lawyers.
It’s people out to win interacting with rules. That’s how you get rules lawyers.
Fewer rules, fewer rules lawyers.
I've played and run many editions. I did not generally found the rules complexity too difficult to handle. Although 3ed complexity tended to become annoying at high levels, I think the reason was too many stacking bonuses and lingering effects rather than "stacking exceptions". 5ed has been a breeze to run for me, but I am aware that the main reason for that is that I purposefully avoided playing with hardcore gamers, and played instead mostly with family, friends, workmates and generally people who are either beginners or casual gamers.Curious to hear others' experiences with this, especially from folks who've been playing since earlier editions. How do you handle the increasing complexity of exception stacks at your table?
While I don't always agree with 3e's execution of its philosophy, I whole-heartedly support the philosophy of simulation-based rules itself. The game would have strongly benefited from a clear examination of its intended playstyle in the corebooks, both so players would know what they're getting and so they would be empowered to make any changes for comfort and know they were staying within the spirit of the rules.I've played and run many editions. I did not generally found the rules complexity too difficult to handle. Although 3ed complexity tended to become annoying at high levels, I think the reason was too many stacking bonuses and lingering effects rather than "stacking exceptions". 5ed has been a breeze to run for me, but I am aware that the main reason for that is that I purposefully avoided playing with hardcore gamers, and played instead mostly with family, friends, workmates and generally people who are either beginners or casual gamers.
I think that it did a pretty good job of that when it came to skills if you look at dmg30 (dm's best friend) & Mialee's skill check being impacted by stuff we might use more modern terminology to describe as quantum & fate style scene aspects. You get a really nice cohesive whole for skills after mixing that with the player side of that onPHB65/66 for practically impossible skill checks & working together (more +2's/the player side of DM's best friend) & the -10 to +43 "who could do it" based DC ladderWhile I don't always agree with 3e's execution of its philosophy, I whole-heartedly support the philosophy of simulation-based rules itself. The game would have strongly benefited from a clear examination of its intended playstyle in the corebooks, both so players would know what they're getting and so they would be empowered to make any changes for comfort and know they were staying within the spirit of the rules.