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How Do You Get Over All Of The Number Crunching?
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<blockquote data-quote="Dash Dannigan" data-source="post: 861355" data-attributes="member: 6306"><p>Agreed WayneLigon. 3e is so tight I have never had to implement house rules. House rules are mostly for flavor, balancing special rules and cases due to a homebrew world or some such.</p><p></p><p>Inconsistencies? Not too many. Vague is some spots? Inevitably they occur, the largest are being taken care of with the revision. Number crunching eh? Most of the numbers are already crunched on the char sheet right? Its not too bad. Any problems I find during game play I discover the correct way to do myself later, through game boards, or friends.</p><p></p><p>Much as far as good advice for handling 3e rules spots have already been given so I'll decline repeating. To be honest I didn't have the entirety of the system down pat until after I ran 2 campaigns and played in 3 others. So don't feel in a bind when you come across a part of the system and feel swamped. It comes in time, never fear. </p><p></p><p>As for some I've met who continue to have problems with 3e I find as I meet such individuals that the problems they have are really their own and not specific to the system interestingly enough. I've seen more DMs have problems with 3e because they hadn't yet perceived the entirety of the system. They think one part of the system is broken because they have yet to read about or come across a rule in the DMG or even the PH. Surprised the heck outta me. One DM was upset because he thought some races were way overpowered than others, thats when I sat him down and explained ECLs and what they <em>really</em> meant, lol. Another was ticked that his monsters were getting whacked easily by his players but I soon discovered he didn't even know what the special abilities of his monsters even did.</p><p></p><p>Cruious, how long did it take game groups to learn how to play and feel at ease and comfortable with the rules in previous editions to D&D, if ever?</p><p></p><p>edit- interestingly enough I believe the so-called "mystery" of the game is gone because most everything is covered in the rules. No longer does it seem the DM have to make on the spot game interpretations when there are bold-faced answers right there in the book that anyone can take a gander at. This mystery is easily found again by the DM making something of his own devising something his players have never seen or heard before. Thats all. Cheers!</p></blockquote><p></p>
[QUOTE="Dash Dannigan, post: 861355, member: 6306"] Agreed WayneLigon. 3e is so tight I have never had to implement house rules. House rules are mostly for flavor, balancing special rules and cases due to a homebrew world or some such. Inconsistencies? Not too many. Vague is some spots? Inevitably they occur, the largest are being taken care of with the revision. Number crunching eh? Most of the numbers are already crunched on the char sheet right? Its not too bad. Any problems I find during game play I discover the correct way to do myself later, through game boards, or friends. Much as far as good advice for handling 3e rules spots have already been given so I'll decline repeating. To be honest I didn't have the entirety of the system down pat until after I ran 2 campaigns and played in 3 others. So don't feel in a bind when you come across a part of the system and feel swamped. It comes in time, never fear. As for some I've met who continue to have problems with 3e I find as I meet such individuals that the problems they have are really their own and not specific to the system interestingly enough. I've seen more DMs have problems with 3e because they hadn't yet perceived the entirety of the system. They think one part of the system is broken because they have yet to read about or come across a rule in the DMG or even the PH. Surprised the heck outta me. One DM was upset because he thought some races were way overpowered than others, thats when I sat him down and explained ECLs and what they [i]really[/i] meant, lol. Another was ticked that his monsters were getting whacked easily by his players but I soon discovered he didn't even know what the special abilities of his monsters even did. Cruious, how long did it take game groups to learn how to play and feel at ease and comfortable with the rules in previous editions to D&D, if ever? edit- interestingly enough I believe the so-called "mystery" of the game is gone because most everything is covered in the rules. No longer does it seem the DM have to make on the spot game interpretations when there are bold-faced answers right there in the book that anyone can take a gander at. This mystery is easily found again by the DM making something of his own devising something his players have never seen or heard before. Thats all. Cheers! [/QUOTE]
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