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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Teemu" data-source="post: 8111840" data-attributes="member: 30788"><p>I think the topic is about rules that play well vs. rules that read well. </p><p></p><p>A lot of people read the rules instead of playing games with the rules. I think this is something that'll always happen because it's a lot easier to find time to read books than to organize a game. I'm pretty sure WotC purposefully writes some of their material for 5e with this reader market in mind. The layout of the 5e adventures is one of these: they're not organized so as to facilitate referencing but instead to make it more natural to read through. A fairly sizable portion of the market will buy the books just for reading, not playing.</p><p></p><p>Things like 3e's player-monster parity reads well because it makes sense on paper, but it causes a massive prep load on the DM. Or how fun it's to read through 9th-level spells, but in play they can sometimes be a nightmare. Or even keywords -- they make sense when you read through them, everything being so logical and rational, but if done wrong, they don't facilitate play.</p></blockquote><p></p>
[QUOTE="Teemu, post: 8111840, member: 30788"] I think the topic is about rules that play well vs. rules that read well. A lot of people read the rules instead of playing games with the rules. I think this is something that'll always happen because it's a lot easier to find time to read books than to organize a game. I'm pretty sure WotC purposefully writes some of their material for 5e with this reader market in mind. The layout of the 5e adventures is one of these: they're not organized so as to facilitate referencing but instead to make it more natural to read through. A fairly sizable portion of the market will buy the books just for reading, not playing. Things like 3e's player-monster parity reads well because it makes sense on paper, but it causes a massive prep load on the DM. Or how fun it's to read through 9th-level spells, but in play they can sometimes be a nightmare. Or even keywords -- they make sense when you read through them, everything being so logical and rational, but if done wrong, they don't facilitate play. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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