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<blockquote data-quote="Belen" data-source="post: 2065986" data-attributes="member: 1405"><p>I love Monte, but that philosophy when designing the core rules is a crock of smelly stuff. </p><p></p><p>I would say that learning the game is far, far easier when the player's are responsible for knowing a limited number of rules. As long as they can keep track of their character and associated abilities, then a player is golden. Heck, that is all a player needs to know! And it is much simpler to learn the game if only a small amount of knowledge is required.</p><p></p><p>The 3e philosophy creates and atmosphere where players are EXPECTED know far many more rules than in any previous edition. Not only do they have a huge range of options for their characters, but the combat rules are complicated as well. That does not even count the number of splat books that introduce addition rules for the players. Those rules sometimes even break the core rules!</p><p></p><p>The last thing I want in a game is to be in the middle of something and suddenly hear a player spout a rule or have to get into an rules argument. </p><p></p><p>A philosophy that "takes the GM out of the equation" is made for creating an argumentative atmosphere between GM and players. Having a rules for everything means that you have some players who will sit there and LOOK for a rule to either thwart the GM or have it their way. In 3e, rule 0 is a running joke.</p><p></p><p>Heck, I had never encountered a rules lawyer until 3e. 3e made some of my old players into lawyers. It even had them fighting over various interpretations of the rules.</p><p></p><p>Now, I am not saying that older editions were better. I agree that a more codified system helped improve the game, but there is such a thing as going too far and I think a happy medium can be reached. 3e is still a good system and I enjoy playing it. </p><p></p><p>Yet it took forming a group of newbies to enjoy GMing it.</p></blockquote><p></p>
[QUOTE="Belen, post: 2065986, member: 1405"] I love Monte, but that philosophy when designing the core rules is a crock of smelly stuff. I would say that learning the game is far, far easier when the player's are responsible for knowing a limited number of rules. As long as they can keep track of their character and associated abilities, then a player is golden. Heck, that is all a player needs to know! And it is much simpler to learn the game if only a small amount of knowledge is required. The 3e philosophy creates and atmosphere where players are EXPECTED know far many more rules than in any previous edition. Not only do they have a huge range of options for their characters, but the combat rules are complicated as well. That does not even count the number of splat books that introduce addition rules for the players. Those rules sometimes even break the core rules! The last thing I want in a game is to be in the middle of something and suddenly hear a player spout a rule or have to get into an rules argument. A philosophy that "takes the GM out of the equation" is made for creating an argumentative atmosphere between GM and players. Having a rules for everything means that you have some players who will sit there and LOOK for a rule to either thwart the GM or have it their way. In 3e, rule 0 is a running joke. Heck, I had never encountered a rules lawyer until 3e. 3e made some of my old players into lawyers. It even had them fighting over various interpretations of the rules. Now, I am not saying that older editions were better. I agree that a more codified system helped improve the game, but there is such a thing as going too far and I think a happy medium can be reached. 3e is still a good system and I enjoy playing it. Yet it took forming a group of newbies to enjoy GMing it. [/QUOTE]
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