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I guess I really do prefer simplicity
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<blockquote data-quote="ExploderWizard" data-source="post: 4981151" data-attributes="member: 66434"><p>That would be a misunderstanding. The complexities of character building can apply to both gamist and simulationist playstyles. Take a look at D&D 3E and 4E. 3E leans more toward a simulationist style while 4E features a more gamist approach. Both systems utilize building block components based character building though. 4E hasn't been around as long so the collection of available components is not as large. </p><p> </p><p> </p><p> </p><p>Quite so. Why does mechanical support have to come from an "official" source. If my swashbuckler fighter can perform certain stunts due to special training does it really mattter that it is because I worked them out with the DM instead of picking them from a list? The only time such a heavy handed tome of law is needed is for organized play such as RPGA stuff so your character can play in multiple games with the same rules. </p><p> </p><p> </p><p> </p><p>Remember that early D&D was supposed to be heavily house ruled. The rulebooks provided the basic structure for the DM to build his/her game from. The fact that 2 OD&D games being played in the same town might not resemble each other in the slightest with regard to flavor or mechanics was a strength of the system, not a weakness.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4981151, member: 66434"] That would be a misunderstanding. The complexities of character building can apply to both gamist and simulationist playstyles. Take a look at D&D 3E and 4E. 3E leans more toward a simulationist style while 4E features a more gamist approach. Both systems utilize building block components based character building though. 4E hasn't been around as long so the collection of available components is not as large. Quite so. Why does mechanical support have to come from an "official" source. If my swashbuckler fighter can perform certain stunts due to special training does it really mattter that it is because I worked them out with the DM instead of picking them from a list? The only time such a heavy handed tome of law is needed is for organized play such as RPGA stuff so your character can play in multiple games with the same rules. Remember that early D&D was supposed to be heavily house ruled. The rulebooks provided the basic structure for the DM to build his/her game from. The fact that 2 OD&D games being played in the same town might not resemble each other in the slightest with regard to flavor or mechanics was a strength of the system, not a weakness. [/QUOTE]
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I guess I really do prefer simplicity
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