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Is 3e a GM Nightmare? Rules and beyond!
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<blockquote data-quote="Planesdragon" data-source="post: 1080502" data-attributes="member: 11133"><p>Just invoke Rule 0: The DM is always right. Oh, and pick yourself up (or make) a good reference screen. </p><p></p><p>AD&D has a lot of rules too, and they all worked differently--and didn't cover as many situations as 3e does.</p><p></p><p> </p><p></p><p>Two simple ways to fix this.</p><p></p><p>1: Disallow skill-boosting items for social skills. (I'm leaning more and more towards "a item has ranks that doesn't stack with yours" as a solution.) </p><p></p><p>2: Require roleplaying instead of rolling a d20. If a player uses a narrative cop-out ("I walk up to the guard and ask him where the King's private bathroom is"), he gets a low number (1-5) + his modifiers. If he roleplays it well ("John--is it John? Well, I've got a very important message for the King, and I don't think that it can go through the normal channels in time. Can you show me the King's John?"), he gets a high number (15-20)</p><p></p><p> </p><p></p><p>AD&D was a total combat game. It didn't encourage roleplaying--it just didn't really deal with it. </p><p></p><p>As for changing the names--it makes for a much better spell chapter, though there's still room for improvement. And IMO, the darn spell names shouldn't be character knowledge, either.</p><p></p><p> </p><p></p><p>Very, VERY simple way to fix this: If you don't like monsters with levels, don't use them. If you don't like PCs being half anything, don't let them. If your PCs want to debate you, just put your foot down and say "nope, doesn't fit the world." </p><p></p><p>(And on a side note--a good story evolves from player action. It isn't written by the GM ahead of time.)</p><p></p><p> </p><p></p><p>If you don't like the plethora of rules, don't use them. Reduce all skill checks to a single chart, eyeball AoO, and just use what you can easily remember. The game will still work as long as the players still have fun. (Just try and be consistent.)</p><p></p><p> </p><p></p><p>Dungeons and Dragons is, was, and always shall be a hack and slash roleplaying game. The mechanics can be used almost as easily as any other system for a different flavor of game, but D&D IS a die-rolling, kick-in-the-door game.</p><p></p><p>If you want an RPG that's rules-light and story-based, pick up Exaulted or Hunter from White Wolf. Both are fairly close to D&D in flavor, and very rules-light comaratively.</p></blockquote><p></p>
[QUOTE="Planesdragon, post: 1080502, member: 11133"] Just invoke Rule 0: The DM is always right. Oh, and pick yourself up (or make) a good reference screen. AD&D has a lot of rules too, and they all worked differently--and didn't cover as many situations as 3e does. Two simple ways to fix this. 1: Disallow skill-boosting items for social skills. (I'm leaning more and more towards "a item has ranks that doesn't stack with yours" as a solution.) 2: Require roleplaying instead of rolling a d20. If a player uses a narrative cop-out ("I walk up to the guard and ask him where the King's private bathroom is"), he gets a low number (1-5) + his modifiers. If he roleplays it well ("John--is it John? Well, I've got a very important message for the King, and I don't think that it can go through the normal channels in time. Can you show me the King's John?"), he gets a high number (15-20) AD&D was a total combat game. It didn't encourage roleplaying--it just didn't really deal with it. As for changing the names--it makes for a much better spell chapter, though there's still room for improvement. And IMO, the darn spell names shouldn't be character knowledge, either. Very, VERY simple way to fix this: If you don't like monsters with levels, don't use them. If you don't like PCs being half anything, don't let them. If your PCs want to debate you, just put your foot down and say "nope, doesn't fit the world." (And on a side note--a good story evolves from player action. It isn't written by the GM ahead of time.) If you don't like the plethora of rules, don't use them. Reduce all skill checks to a single chart, eyeball AoO, and just use what you can easily remember. The game will still work as long as the players still have fun. (Just try and be consistent.) Dungeons and Dragons is, was, and always shall be a hack and slash roleplaying game. The mechanics can be used almost as easily as any other system for a different flavor of game, but D&D IS a die-rolling, kick-in-the-door game. If you want an RPG that's rules-light and story-based, pick up Exaulted or Hunter from White Wolf. Both are fairly close to D&D in flavor, and very rules-light comaratively. [/QUOTE]
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