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In fact, INSERT RULES HERE was a key part of the 3rd edition, and it means 5th edition is still missing full support for this previous edition.
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<blockquote data-quote="77IM" data-source="post: 6994551" data-attributes="member: 12377"><p>While I agree with this sentiment, I think there is a big difference between <em>zero</em> rules for something and a <strong>bare minimum rule</strong> that can be used as a framework or guideline. I find that having that bare minimum rule as a starting point is super helpful.</p><p></p><p>Here are some examples: <ul> <li data-xf-list-type="ul">3E and 4E had elaborate rules for crafting magic items and pricing them. 5E gives general guidelines for prices, and an extremely simple rule (with a few options) for crafting.</li> <li data-xf-list-type="ul">3E had an entire book about building strongholds. 5E gives a list of prices for various buildings, and a formula to figure out how long it takes to build them. 4E had nothing.</li> <li data-xf-list-type="ul">3E and 4E had very specific and scientific rules for line-of-sight and cover. 5E just tells you how large of a modifier is appropriate.</li> <li data-xf-list-type="ul">3E and 4E had very clear procedural rules for stealth (that still managed to confuse people). 5E tells you the general conditions and which checks to make.</li> <li data-xf-list-type="ul">3E had a formulas for crafting or practicing a profession. 5E gives a flat amount of gold per day. 4E had nothing.</li> </ul><p>In each case, I prefer the 5E approach. A basic general-case rule is given, and that makes it easy for me (as DM) to modify that rule in specific scenarios.</p><p></p><p>(This is just my preference. I enjoyed playing 3E and 4E and I can understand why people would like those game systems better. In particular, the 3E approach of "rules out the wazoo" has always been popular in RPGs and continues to do well, so clearly it is serving a lot of people's needs.)</p></blockquote><p></p>
[QUOTE="77IM, post: 6994551, member: 12377"] While I agree with this sentiment, I think there is a big difference between [I]zero[/I] rules for something and a [B]bare minimum rule[/B] that can be used as a framework or guideline. I find that having that bare minimum rule as a starting point is super helpful. Here are some examples:[list][*]3E and 4E had elaborate rules for crafting magic items and pricing them. 5E gives general guidelines for prices, and an extremely simple rule (with a few options) for crafting. [*]3E had an entire book about building strongholds. 5E gives a list of prices for various buildings, and a formula to figure out how long it takes to build them. 4E had nothing. [*]3E and 4E had very specific and scientific rules for line-of-sight and cover. 5E just tells you how large of a modifier is appropriate. [*]3E and 4E had very clear procedural rules for stealth (that still managed to confuse people). 5E tells you the general conditions and which checks to make. [*]3E had a formulas for crafting or practicing a profession. 5E gives a flat amount of gold per day. 4E had nothing.[/list] In each case, I prefer the 5E approach. A basic general-case rule is given, and that makes it easy for me (as DM) to modify that rule in specific scenarios. (This is just my preference. I enjoyed playing 3E and 4E and I can understand why people would like those game systems better. In particular, the 3E approach of "rules out the wazoo" has always been popular in RPGs and continues to do well, so clearly it is serving a lot of people's needs.) [/QUOTE]
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In fact, INSERT RULES HERE was a key part of the 3rd edition, and it means 5th edition is still missing full support for this previous edition.
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