Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Haven't DM'ed in a while, some questions for yeh
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bumbles" data-source="post: 4810771" data-attributes="member: 83457"><p>I think we're thinking of this from different perspectives I'm thinking of it as the work on the part of the GM and the players to learn the new rule, decide whups, it doesn't work, and then what?</p><p></p><p>Screwed up a game session for what payback? The game's ending really quick. Who knows how it might have gone if not for the change! Sure, it might not be completely out of hand to proceed, but then again, it might. At least if you're playing more often, you can benefit from the learning, and the effort of correcting it can at least not be wasted as you'll get to keep playing. But when playing once in a blue moon? </p><p></p><p>Not worth it. Especially not with the change given to the healing system, one that would require a healthy bit of examination to the system, not necessarily have any long-term impact, but could change a lot in the short-term. Imagine a player whose character died in an early combat session due to this rule, coming back to learn you decided "Hey that didn't work, let's drop it." well, I know I'd be pissed if I were them. Now if you want to come up with some other idea for a rule change, perhaps that might work better in the short term for testing, but it still doesn't change the fact that I would be upset if not only did you change the rules, you changed them again on me when they didn't work. I'd rather have just played the game as written, and leave you to experiment with folks you're more regularly playing with.</p><p></p><p>It's like going to a convention. I go to play a game, I don't want to have to see what new freaky mechanics the person running it wants to try. That person can experiment with friends who play more regularly together.</p><p></p><p>Believe it or not, I do understand the idea of testing changes in a sand-box, I just think the conditions here are ones where that won't work, given the upfront investment needed mixed with the return. I think it'd be a lot of work to change those rules just for 2 sessions and not play again for months. </p><p></p><p>But hey, YMMV. Just tell me before you get me involved in any of your games if you're changing the rules. Then I can decide whether or not to play.</p></blockquote><p></p>
[QUOTE="Bumbles, post: 4810771, member: 83457"] I think we're thinking of this from different perspectives I'm thinking of it as the work on the part of the GM and the players to learn the new rule, decide whups, it doesn't work, and then what? Screwed up a game session for what payback? The game's ending really quick. Who knows how it might have gone if not for the change! Sure, it might not be completely out of hand to proceed, but then again, it might. At least if you're playing more often, you can benefit from the learning, and the effort of correcting it can at least not be wasted as you'll get to keep playing. But when playing once in a blue moon? Not worth it. Especially not with the change given to the healing system, one that would require a healthy bit of examination to the system, not necessarily have any long-term impact, but could change a lot in the short-term. Imagine a player whose character died in an early combat session due to this rule, coming back to learn you decided "Hey that didn't work, let's drop it." well, I know I'd be pissed if I were them. Now if you want to come up with some other idea for a rule change, perhaps that might work better in the short term for testing, but it still doesn't change the fact that I would be upset if not only did you change the rules, you changed them again on me when they didn't work. I'd rather have just played the game as written, and leave you to experiment with folks you're more regularly playing with. It's like going to a convention. I go to play a game, I don't want to have to see what new freaky mechanics the person running it wants to try. That person can experiment with friends who play more regularly together. Believe it or not, I do understand the idea of testing changes in a sand-box, I just think the conditions here are ones where that won't work, given the upfront investment needed mixed with the return. I think it'd be a lot of work to change those rules just for 2 sessions and not play again for months. But hey, YMMV. Just tell me before you get me involved in any of your games if you're changing the rules. Then I can decide whether or not to play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Haven't DM'ed in a while, some questions for yeh
Top