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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
"Hot" take: Aesthetically-pleasing rules are highly overvalued
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="Ruin Explorer" data-source="post: 8111781" data-attributes="member: 18"><p>Well to my mind it's slightly more complicated than that.</p><p></p><p>Obviously, you're right on a basic level - rules change each edition. But because they cloaked the rules on surprise in frankly confusing natural language, a lot of people, perhaps not reading carefully enough, perhaps just not understanding, seemed to think that there was a surprise round, or came to very different understandings of how surprise worked. Particularly common was the (mis)understanding that it basically worked the same way as before.</p><p></p><p>And that matters because when you change a rule significantly from how it functioned in previous editions, I think you need to make it really obvious both that it has been changed in a significant way, <em>and how it functions now</em>. This is particularly true for games which have gone for multiple editions with more similar rules on a subject. I don't remember surprise ever really confusing people in previous editions. In 5E though thousand+ reply reddit threads with some very dramatic up and down voting show that is no longer the case.</p><p></p><p>I've run and played a lot of 5E. Most of the rules, I could give you correct from the top of my head (or really close). Surprise? I wouldn't even try. And the debates are all about both the language used and what is actually supposed to happen. And clear language would have resolved this.</p><p></p><p>As an aside, I'd add that I think this is partly a designer problem. Like, I love Jeremy Crawford as a designer generally, and he also seems cool, but man he does enjoy writing cryptic answers to things. Even some of this Sage Advice is barely less cryptic than the rules he's asking about. And given his good-natured-ness, I doubt this is him trying to be difficult, or present riddles, but rather the meaning is obvious to him, and not to others. Which is more of a danger with natural language than more mechanistic language.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8111781, member: 18"] Well to my mind it's slightly more complicated than that. Obviously, you're right on a basic level - rules change each edition. But because they cloaked the rules on surprise in frankly confusing natural language, a lot of people, perhaps not reading carefully enough, perhaps just not understanding, seemed to think that there was a surprise round, or came to very different understandings of how surprise worked. Particularly common was the (mis)understanding that it basically worked the same way as before. And that matters because when you change a rule significantly from how it functioned in previous editions, I think you need to make it really obvious both that it has been changed in a significant way, [I]and how it functions now[/I]. This is particularly true for games which have gone for multiple editions with more similar rules on a subject. I don't remember surprise ever really confusing people in previous editions. In 5E though thousand+ reply reddit threads with some very dramatic up and down voting show that is no longer the case. I've run and played a lot of 5E. Most of the rules, I could give you correct from the top of my head (or really close). Surprise? I wouldn't even try. And the debates are all about both the language used and what is actually supposed to happen. And clear language would have resolved this. As an aside, I'd add that I think this is partly a designer problem. Like, I love Jeremy Crawford as a designer generally, and he also seems cool, but man he does enjoy writing cryptic answers to things. Even some of this Sage Advice is barely less cryptic than the rules he's asking about. And given his good-natured-ness, I doubt this is him trying to be difficult, or present riddles, but rather the meaning is obvious to him, and not to others. Which is more of a danger with natural language than more mechanistic language. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
"Hot" take: Aesthetically-pleasing rules are highly overvalued
Top