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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="Minigiant" data-source="post: 9027010" data-attributes="member: 63508"><p>You can only fall back on the referee if you understand where they have coming from.</p><p></p><p>If the referee thinks dwarves can breath fire but the player doesn't, they player wont attempt to breath fire.</p><p></p><p></p><p>Many fantasy fans do think that all gamers are familiar and starting at the same base.</p><p></p><p></p><p></p><p>But that's the whole point. That a large percentage of 5e fans don't agree with the starting point of 5e and come in expecting something else and being upset about it. However 5e forces you to play the game 5ewants you to play. 5e<strong> forces</strong> you into the same base with mechanics.</p><p></p><p>That's why you ether need the group to have the same base to FKR or have hard mechanics to force everyone into the same base.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9027010, member: 63508"] You can only fall back on the referee if you understand where they have coming from. If the referee thinks dwarves can breath fire but the player doesn't, they player wont attempt to breath fire. Many fantasy fans do think that all gamers are familiar and starting at the same base. But that's the whole point. That a large percentage of 5e fans don't agree with the starting point of 5e and come in expecting something else and being upset about it. However 5e forces you to play the game 5ewants you to play. 5e[B] forces[/B] you into the same base with mechanics. That's why you ether need the group to have the same base to FKR or have hard mechanics to force everyone into the same base. [/QUOTE]
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FKR: How Fewer Rules Can Make D&D Better
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