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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7751803" data-attributes="member: 6873517"><p>Rules to reinforce the theme I wanted. In my 3.5 game I ran from 2004-2007, I was using a lot of <em>UA</em> options: Wounds/Vitality, gestalt classes and Eberron style action points to strongly differentiate races, armor as DR with class-based defense, and a few other things. These were very widespread changes, though many were inspired by Star Wars D20 Revised. I felt 3.X was much more hackable in this regard and would feel fairly comfortable in 5E doing something similar. No way in 4E. </p><p></p><p>Even for adding new themes or epic destinies I felt like that was a no go. A lot of it was how dependent on the Character Builder 4E was. I felt that most of what you're describing was essentially impossible given the fact that most players I encountered essentially insisted on using the CB. </p><p></p><p></p><p></p><p></p><p>I felt much more open to adjudicate Skill Challenges as I wanted. I wouldn't tell people they were in a Skill Challenge and just call for skill checks here and there, slowly accumulating successes or failures. </p><p></p><p></p><p></p><p></p><p>Yeah, you have mentioned that sort of thing before. I'm not sure I totally agree that AD&D answers those things one thing at a time but is instead is simply inconsistent about it, which makes sense given that AD&D, especially the DMG, was heavily made up of a collection of different <em>Dragon </em>articles. </p><p></p><p>All I can say is you must have had a very different player base than me. My groups would have fought me on that. 4E really brought out a "RAW" fetish in some people. That was growing in 3E, of course and I don't pretend to say it wasn't around before, but it just shifted and became more common. </p><p></p><p></p><p></p><p></p><p>I've heard it from other folks, too. I suspect for me a lot of it was just the burden of all the intricate rules. By the time I started doing that sort of thing I felt my hands were so tied I just didn't want to. I hacked a few monsters but for the most part, I just didn't ever feel <em>invited </em>to do anything but run things the way they were written. 4E didn't have templates (edit: I may be wrong about this, need to check), for instance, (something I really wish 5E had to a real degree).</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7751803, member: 6873517"] Rules to reinforce the theme I wanted. In my 3.5 game I ran from 2004-2007, I was using a lot of [I]UA[/I] options: Wounds/Vitality, gestalt classes and Eberron style action points to strongly differentiate races, armor as DR with class-based defense, and a few other things. These were very widespread changes, though many were inspired by Star Wars D20 Revised. I felt 3.X was much more hackable in this regard and would feel fairly comfortable in 5E doing something similar. No way in 4E. Even for adding new themes or epic destinies I felt like that was a no go. A lot of it was how dependent on the Character Builder 4E was. I felt that most of what you're describing was essentially impossible given the fact that most players I encountered essentially insisted on using the CB. I felt much more open to adjudicate Skill Challenges as I wanted. I wouldn't tell people they were in a Skill Challenge and just call for skill checks here and there, slowly accumulating successes or failures. Yeah, you have mentioned that sort of thing before. I'm not sure I totally agree that AD&D answers those things one thing at a time but is instead is simply inconsistent about it, which makes sense given that AD&D, especially the DMG, was heavily made up of a collection of different [I]Dragon [/I]articles. All I can say is you must have had a very different player base than me. My groups would have fought me on that. 4E really brought out a "RAW" fetish in some people. That was growing in 3E, of course and I don't pretend to say it wasn't around before, but it just shifted and became more common. I've heard it from other folks, too. I suspect for me a lot of it was just the burden of all the intricate rules. By the time I started doing that sort of thing I felt my hands were so tied I just didn't want to. I hacked a few monsters but for the most part, I just didn't ever feel [I]invited [/I]to do anything but run things the way they were written. 4E didn't have templates (edit: I may be wrong about this, need to check), for instance, (something I really wish 5E had to a real degree). [/QUOTE]
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