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I'm done with 3.5
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<blockquote data-quote="Imaro" data-source="post: 3588259" data-attributes="member: 48965"><p>No one's talking about splitting it into seperate games, reread my post and you will see I'm talking about making the base game less complex with optional modular sourcebooks to increase said complexity if you want to. I think the basic game as well as Star Wars SAGA are good examples of what I'm talking about. A set of easily grasped and implemented rules, that don't become bewildering or hard to grasp, yet...you can add to them as you gain a greater comprehension and understanding of them.</p><p></p><p></p><p></p><p>I was originally talking about just core and you switched to "option" books...now were talking about core again...ok. IMHO the core rules are pretty complex, especially if someone is new and trying to digest and start their own game.</p><p></p><p></p><p></p><p>This is what I call the "spend more money solution". If you buy this and this and this the game will be easier to run. Which ultimately isn't a very good solution.</p><p></p><p> It's not about the "DM's role" it's about all the things a DM has to keep track of in a game...all the interacting components that must be accounted for in a combat, especially since most of the time the DM will be running a multitude of characters in an adventure as well as playing referee to his PC's(who probably have less rules knowledge than he/she does.). You have the interaction of feats as a multitude of special casese in combat, AoO, modifiers(through buffs, penalties, etc.), movement, spells, special abilities of monsters, etc.</p><p></p><p>I'll give you an example of the type of streamlining or simplification I would like to see. In the Weapons of the Gods rpg, the question of modifiers is simplified by the fact that only the greatest(positive & negative) applies. No remembering if stacking does or doesn't apply...no keeping track of different durations for different modifiers, no multiple refiguring. In D&D this would also help since the DM would also have a better gauge of what level buffs, bonuses, etc. his pc's will be most likely to use.</p><p></p><p></p><p></p><p>Once again my problem isn't really about DM'ing advice...it's about how the rules set does or doesn't facilitate an "ease of use" structure to implement all that advice in.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3588259, member: 48965"] No one's talking about splitting it into seperate games, reread my post and you will see I'm talking about making the base game less complex with optional modular sourcebooks to increase said complexity if you want to. I think the basic game as well as Star Wars SAGA are good examples of what I'm talking about. A set of easily grasped and implemented rules, that don't become bewildering or hard to grasp, yet...you can add to them as you gain a greater comprehension and understanding of them. I was originally talking about just core and you switched to "option" books...now were talking about core again...ok. IMHO the core rules are pretty complex, especially if someone is new and trying to digest and start their own game. This is what I call the "spend more money solution". If you buy this and this and this the game will be easier to run. Which ultimately isn't a very good solution. It's not about the "DM's role" it's about all the things a DM has to keep track of in a game...all the interacting components that must be accounted for in a combat, especially since most of the time the DM will be running a multitude of characters in an adventure as well as playing referee to his PC's(who probably have less rules knowledge than he/she does.). You have the interaction of feats as a multitude of special casese in combat, AoO, modifiers(through buffs, penalties, etc.), movement, spells, special abilities of monsters, etc. I'll give you an example of the type of streamlining or simplification I would like to see. In the Weapons of the Gods rpg, the question of modifiers is simplified by the fact that only the greatest(positive & negative) applies. No remembering if stacking does or doesn't apply...no keeping track of different durations for different modifiers, no multiple refiguring. In D&D this would also help since the DM would also have a better gauge of what level buffs, bonuses, etc. his pc's will be most likely to use. Once again my problem isn't really about DM'ing advice...it's about how the rules set does or doesn't facilitate an "ease of use" structure to implement all that advice in. [/QUOTE]
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