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Has D&D jumped the shark?
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<blockquote data-quote="delericho" data-source="post: 2349730" data-attributes="member: 22424"><p>Funnily enough, despite the fact that only I (the DM) and one player have the PH, several of my players frequently advocate expanding the game from core-rules only. I did run one campaign with extra supplements, but they really couldn't use the full weight of the available options because I wasn't hosting, they don't have the books, and I wasn't carrying them to the game and back. What options were used convinced me that the result was not a <em>better</em> game experience, but it certainly was a <em>different</em> game experience.</p><p></p><p>Looking at the proliferation of options, though, I am convinced that what I (as DM) need at this time is not yet more options, but rather ways to construct adventures and prepare sessions more quickly and effectively. (I don't have the DMG2 yet; I'm hoping that will go some way to helping in this.)</p><p></p><p>My suspicion is that the game works best when played with the core rules plus a (small) number of carefully selected expansion options. This may be the entirety of some supplements, parts of others, and house rules, in some combination. Of course, the ideal set of supplements is likely to be different for each group.</p><p></p><p>That being the case, I in no way mind the generation of new rules in supplements. I don't like many of those options, but that's fine - I just won't use them. The only thing I am very sure of is that when 4th Edition comes around, I most certainly do not want the core rules to be any more complex than they are currently. Indeed, I think I would prefer for the core rules to be somewhat less complex than they currently stand.</p></blockquote><p></p>
[QUOTE="delericho, post: 2349730, member: 22424"] Funnily enough, despite the fact that only I (the DM) and one player have the PH, several of my players frequently advocate expanding the game from core-rules only. I did run one campaign with extra supplements, but they really couldn't use the full weight of the available options because I wasn't hosting, they don't have the books, and I wasn't carrying them to the game and back. What options were used convinced me that the result was not a [I]better[/I] game experience, but it certainly was a [I]different[/I] game experience. Looking at the proliferation of options, though, I am convinced that what I (as DM) need at this time is not yet more options, but rather ways to construct adventures and prepare sessions more quickly and effectively. (I don't have the DMG2 yet; I'm hoping that will go some way to helping in this.) My suspicion is that the game works best when played with the core rules plus a (small) number of carefully selected expansion options. This may be the entirety of some supplements, parts of others, and house rules, in some combination. Of course, the ideal set of supplements is likely to be different for each group. That being the case, I in no way mind the generation of new rules in supplements. I don't like many of those options, but that's fine - I just won't use them. The only thing I am very sure of is that when 4th Edition comes around, I most certainly do not want the core rules to be any more complex than they are currently. Indeed, I think I would prefer for the core rules to be somewhat less complex than they currently stand. [/QUOTE]
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