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Help! (gasp) drowning in D&D options... (urk) so many... can't focus... (cough)
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<blockquote data-quote="Greatwyrm" data-source="post: 1185302" data-attributes="member: 479"><p>Assuming this is the focus of your comments, I'd say yes. I like crunchy stuff. I judge what I buy by how much it crunches. But at the same time, I feel like the mentality surrounding the game has shifted to more of a focus on talents and abilities than the actual story.</p><p></p><p>I noticed this in some of the 2e games I ran as well. It seemed like the more stuff I allowed from splatbooks, the less the game focused on story and adventure. When I reigned things in to the three core books plus the Tome of Magic, I think things went much smoother as far as plot and character development.</p><p></p><p>I wasn't really sure why this was, until a friend of mine took over as DM for the last year or so. The same thing was happening. All of the original characters were made from just the PHB. As more came out (S&F, T&B, S&S, DotF), it felt like new spells/abilities/PrCs were the focus.</p><p></p><p>As long as everyone is having fun, so what, right? Wrong. Finally it dawned on me what was really detracting from the game (for me at least, can't speak for the others). Rules questions happen in every game. The more you allow in, the more books you have to search when you have a question. It was bogging the game down, having to look through half a dozen books to find out which descriptor or save a spell needed or just how that ability worked in this situation. Computer games aren't fun when they run too slow, neither are pen-and-paper games.</p><p></p><p>I finally decided that when I run a game again (hopefully next year) it's the three core books and my own, typed-up campaign guide. I'll lift some stuff verbatim from splatbooks and 3rd party stuff. Some will be all my own. I'll update and add to it as new stuff comes out. But I think the real key to it is keeping the number of books used to a minimum. The three core books, a consolidated splatbook, maybe a couple of extra monster supplements and that's it.</p></blockquote><p></p>
[QUOTE="Greatwyrm, post: 1185302, member: 479"] Assuming this is the focus of your comments, I'd say yes. I like crunchy stuff. I judge what I buy by how much it crunches. But at the same time, I feel like the mentality surrounding the game has shifted to more of a focus on talents and abilities than the actual story. I noticed this in some of the 2e games I ran as well. It seemed like the more stuff I allowed from splatbooks, the less the game focused on story and adventure. When I reigned things in to the three core books plus the Tome of Magic, I think things went much smoother as far as plot and character development. I wasn't really sure why this was, until a friend of mine took over as DM for the last year or so. The same thing was happening. All of the original characters were made from just the PHB. As more came out (S&F, T&B, S&S, DotF), it felt like new spells/abilities/PrCs were the focus. As long as everyone is having fun, so what, right? Wrong. Finally it dawned on me what was really detracting from the game (for me at least, can't speak for the others). Rules questions happen in every game. The more you allow in, the more books you have to search when you have a question. It was bogging the game down, having to look through half a dozen books to find out which descriptor or save a spell needed or just how that ability worked in this situation. Computer games aren't fun when they run too slow, neither are pen-and-paper games. I finally decided that when I run a game again (hopefully next year) it's the three core books and my own, typed-up campaign guide. I'll lift some stuff verbatim from splatbooks and 3rd party stuff. Some will be all my own. I'll update and add to it as new stuff comes out. But I think the real key to it is keeping the number of books used to a minimum. The three core books, a consolidated splatbook, maybe a couple of extra monster supplements and that's it. [/QUOTE]
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