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I'm done with 3.5
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<blockquote data-quote="Imaro" data-source="post: 3586113" data-attributes="member: 48965"><p>You're kind of missing my point...I don't see why it has to be an all or nothing thing. Create a D&D core rules that's streamlined and simplified along the order of SWSE, then produce a "core options" book, like Unearthed Arcana for those who want a more complex game...that way we're all happy and all playing D&D. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> This will be especially conducive if the base rules are cheaper than the $90 core that is the base of D&D now.</p><p></p><p>I don't seee how a model based on the above hurts either side of the simplified vs. complex factions. It gives both sides what they want. I never cited AoO as complex within themselves, in fact I don't think many of the rules in D&D 3.5 are complex when taken alone...however the sum of the parts is greater than any individual part, and that's where, IMHO, the complexity arises. Too many simple rules can become complex.</p><p></p><p>Uhm...okay I was arguing that the "core rules" by themselves are pretty complex, but when adding supplements there's more than just action points, swift actions and immediate actions(IMHO there's too many types of actions period, but that's an argument for another time). There's psionics, maneuvers, skill tricks, taint, etc.</p><p></p><p>No you don't have to use these rules, but they are there. I think the complexity of D&D manifest's at it's worse when running the game. That's one of the reasons I'd be more than happy to play in a game...but won't run one at this point. The fact of the matter is you need a DM to play, and I don't see 3.5 as a rules set that makes it simple or streamlined for a new person to run the game. Now you can list all the tricks of the trade that experienced DM's use...but I'm foccusing on the new player that wants to get a game going...or even a player who wants to take a turn at DM'ing. IMHO they are in for a tough time. This is all of course IMHO and YMMV, but I think it's a valid point when discussing expanding the player base...player means DM as well.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3586113, member: 48965"] You're kind of missing my point...I don't see why it has to be an all or nothing thing. Create a D&D core rules that's streamlined and simplified along the order of SWSE, then produce a "core options" book, like Unearthed Arcana for those who want a more complex game...that way we're all happy and all playing D&D. :D This will be especially conducive if the base rules are cheaper than the $90 core that is the base of D&D now. I don't seee how a model based on the above hurts either side of the simplified vs. complex factions. It gives both sides what they want. I never cited AoO as complex within themselves, in fact I don't think many of the rules in D&D 3.5 are complex when taken alone...however the sum of the parts is greater than any individual part, and that's where, IMHO, the complexity arises. Too many simple rules can become complex. Uhm...okay I was arguing that the "core rules" by themselves are pretty complex, but when adding supplements there's more than just action points, swift actions and immediate actions(IMHO there's too many types of actions period, but that's an argument for another time). There's psionics, maneuvers, skill tricks, taint, etc. No you don't have to use these rules, but they are there. I think the complexity of D&D manifest's at it's worse when running the game. That's one of the reasons I'd be more than happy to play in a game...but won't run one at this point. The fact of the matter is you need a DM to play, and I don't see 3.5 as a rules set that makes it simple or streamlined for a new person to run the game. Now you can list all the tricks of the trade that experienced DM's use...but I'm foccusing on the new player that wants to get a game going...or even a player who wants to take a turn at DM'ing. IMHO they are in for a tough time. This is all of course IMHO and YMMV, but I think it's a valid point when discussing expanding the player base...player means DM as well. [/QUOTE]
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