Shadowlord
Member
Seen the number of books and options for D&D, how much do you really use of it?
The new DMG will be filled with all manner of conditions and ways to calculate dozens of effects.
Will you really be looking up if you take 4d6 or 3d8 damage from collision?
Will you be picking one of the dozens templates or will you simply decide if you're hit or not, based on logic & fairness? Maybe you don't even use a battlemap or models, which is fine. But then many of these strict rules become useless for you.
Since when has an RPG become a math nuisance?
In my experience, rules have to be simple & flexible. In the heath of the moment you'll be guessing & adjudicating, NOT running through books for perfection. That's not the domain of an RPG, that's the work a computer does in a pc game.
Even at home you'd better be putting your time in developing the world & story instead of spending hours looking up the correct stats or rule for X or Y which you probably adapt during the session!
In the end, one can wonder if these books, even a core "rule"book as a DMG, is really indispensable? I could always find more uses for setting books than rulebooks. These things gave me ideas. As for deciding in-game if something could or couldn't be achieved, I never needed hundreds pages of "help".
What I mean is that you don't create unforgettable moments by applying a rule correctly (as stated in the books) but by making the story, the world, and the characters come "alive". Then, why bother with new rulebooks?
The new DMG will be filled with all manner of conditions and ways to calculate dozens of effects.
Will you really be looking up if you take 4d6 or 3d8 damage from collision?

Will you be picking one of the dozens templates or will you simply decide if you're hit or not, based on logic & fairness? Maybe you don't even use a battlemap or models, which is fine. But then many of these strict rules become useless for you.
Since when has an RPG become a math nuisance?
In my experience, rules have to be simple & flexible. In the heath of the moment you'll be guessing & adjudicating, NOT running through books for perfection. That's not the domain of an RPG, that's the work a computer does in a pc game.
Even at home you'd better be putting your time in developing the world & story instead of spending hours looking up the correct stats or rule for X or Y which you probably adapt during the session!
In the end, one can wonder if these books, even a core "rule"book as a DMG, is really indispensable? I could always find more uses for setting books than rulebooks. These things gave me ideas. As for deciding in-game if something could or couldn't be achieved, I never needed hundreds pages of "help".
What I mean is that you don't create unforgettable moments by applying a rule correctly (as stated in the books) but by making the story, the world, and the characters come "alive". Then, why bother with new rulebooks?
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