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How much control do DMs need?
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<blockquote data-quote="Cruentus" data-source="post: 8994379" data-attributes="member: 7034645"><p>True, using the rules as written. However, people don't all use the rules as they're presented, and I'd argue, more often than not, homebrew or use hacks to get the experience that they want. In my game, you can't take fifteen sword blows with no ill effect, because HPs aren't as high. And I use higher damage rolls for falling. However, that can also devolve into "gamism" versus "realism". DnD allows you to houserule things as you see fit to get the type of game you want. </p><p></p><p>I have friends who play FATE. I don't because its not the type of game I enjoy, and I don't enjoy the mechanics (or at least, the mechanics as expressed and reinforced by the referee, or whatever they're called). They don't play DnD anymore because they don't like 5e, fair shakes (I dont' like it much either, and have moved to an earlier version).</p><p></p><p>DnD is what it is. DM control over most of the setting, action, and calls for resolution, with certain mechanics falling on the side of players, and the interaction of both is required to be done, hopefully, with cooperation toward building the experience that is fun for everyone at the table. And if you want that experience to be different (grim and gritty, spell points, alternate ability checks, etc.) you can hack it. </p><p></p><p>I gave up a long time ago trying to make 5e something it is not, so if I want to play detailed combat and economy, I'll use Harn or Runequest, if I want to play semi-fantast historical I'll play Wolves of God, if I want horror I'll play Cthulhu or Aliens. Picking the right tool for the job is the most important thing with RPGs, imo.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8994379, member: 7034645"] True, using the rules as written. However, people don't all use the rules as they're presented, and I'd argue, more often than not, homebrew or use hacks to get the experience that they want. In my game, you can't take fifteen sword blows with no ill effect, because HPs aren't as high. And I use higher damage rolls for falling. However, that can also devolve into "gamism" versus "realism". DnD allows you to houserule things as you see fit to get the type of game you want. I have friends who play FATE. I don't because its not the type of game I enjoy, and I don't enjoy the mechanics (or at least, the mechanics as expressed and reinforced by the referee, or whatever they're called). They don't play DnD anymore because they don't like 5e, fair shakes (I dont' like it much either, and have moved to an earlier version). DnD is what it is. DM control over most of the setting, action, and calls for resolution, with certain mechanics falling on the side of players, and the interaction of both is required to be done, hopefully, with cooperation toward building the experience that is fun for everyone at the table. And if you want that experience to be different (grim and gritty, spell points, alternate ability checks, etc.) you can hack it. I gave up a long time ago trying to make 5e something it is not, so if I want to play detailed combat and economy, I'll use Harn or Runequest, if I want to play semi-fantast historical I'll play Wolves of God, if I want horror I'll play Cthulhu or Aliens. Picking the right tool for the job is the most important thing with RPGs, imo. [/QUOTE]
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