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"I hate math"
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<blockquote data-quote="ruleslawyer" data-source="post: 1668368" data-attributes="member: 1757"><p>True, Ourph, very true. However, I think that D&D is only really so grueling at high levels and if you purposely introduce a great deal of complexity. In the cases that you mention, I would a) start the game at 1st level and go very slowly through lower levels (perhaps increasing the XP required for level advancement; b) completely remove some of the more complicated rules, such as AoOs; and/or c) reduce the number of bonus/penalty types available. There is no question that allowing your players to assume some of the responsibility assumes that your players have the ability and willingness to assume that responsibility. However, I also find that this leads to more satisfying gaming, as the game becomes less the dictatorial bailiwick of the DM and more of a collaborative process. </p><p></p><p>Note that I have a very simple means of dealing with forgetful players: If you don't remember a modifier or rules exception, and it hurts you, that's your problem. If you "forget" something that ends up helping you, my honor system kicks in: Players are obligated to pull their own weight and to help out less experienced or more scatterbrained players to deal with issues, and it's simply expected that if you forget something to your advantage, you let me know afterwards and make sure not to do it again. I don't find this a problem at all. I <em>would</em> find it a problem if I DM-ed a tournament game where I didn't know the players, and they didn't know each other, but I'm fortunate enough to play with friends.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1668368, member: 1757"] True, Ourph, very true. However, I think that D&D is only really so grueling at high levels and if you purposely introduce a great deal of complexity. In the cases that you mention, I would a) start the game at 1st level and go very slowly through lower levels (perhaps increasing the XP required for level advancement; b) completely remove some of the more complicated rules, such as AoOs; and/or c) reduce the number of bonus/penalty types available. There is no question that allowing your players to assume some of the responsibility assumes that your players have the ability and willingness to assume that responsibility. However, I also find that this leads to more satisfying gaming, as the game becomes less the dictatorial bailiwick of the DM and more of a collaborative process. Note that I have a very simple means of dealing with forgetful players: If you don't remember a modifier or rules exception, and it hurts you, that's your problem. If you "forget" something that ends up helping you, my honor system kicks in: Players are obligated to pull their own weight and to help out less experienced or more scatterbrained players to deal with issues, and it's simply expected that if you forget something to your advantage, you let me know afterwards and make sure not to do it again. I don't find this a problem at all. I [i]would[/i] find it a problem if I DM-ed a tournament game where I didn't know the players, and they didn't know each other, but I'm fortunate enough to play with friends. [/QUOTE]
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