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Is 3e a GM Nightmare? Rules and beyond!
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<blockquote data-quote="Henry" data-source="post: 1080555" data-attributes="member: 158"><p>I should know better, but here's my dissection:</p><p></p><p><strong>1.) Extensive rules giving players ammo to argue.</strong></p><p></p><p>We didn't go to the books so much back then because it wasn't there. We still argued about rules in my group, it was just whether the DM gave a bad call or not. Rules lawyers will exist with or without rules, in my experience (I know, because I'm one of them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p><strong>2.) The social skills have really taken a beating in 3e; 17th levels can hit a DC 40.</strong></p><p></p><p>While learning to socialize is a good thing, playing D&D will still not make you a smooth orator, nor will it make you take to heart the ability to smooth-talk or persuade another. To me, roleplaying a good negotiator while your character's abilities are mediocre is CHEATING, pure and simple. Thus, a good combatant sacrifices social skills to be a good combatant, just as a good diplomat sacrifices combat skills.</p><p></p><p><strong>3.) 3e gets close to a computer game; encourages combat at the expense of roleplaying.</strong></p><p></p><p>My experience hasn't seen it; my groups have generally been more combative anyway, because we usually play it more socially than some groups, which could be why I've seen a change. If anything, we encourage more roleplay now than before, But I attribute that more to my and other DM's being influenced by the concert of fantastic roleplayers we interact with on ENWorld.</p><p></p><p><strong>4.) GMs have a lot more to do and consider than in past games; so much more work has to go into mechanics these days.</strong></p><p></p><p>Ah, the crux of the argument; One I agree AND disagree with. If you detail EVERY nuance of every monster and NPC every time, you'll go nuts, and burn out. I agree. But then, I don't do that much detail. I once posted "Quick-and-Dirty" NPC creation on these forums, and at Dragonsfoot; I live by those rules. If my players don't catch that my trolls are 1 or 2 points off on their attack bonuses, who's to care? They certainly don't, and I don't need to bog down story by knowing every skill that my NPC's have or don't have. The advantage to all that extra material is, I CAN KNOW these things, if I need to; otherwise, I carry on a piece of paper the same amount of stats I used to carry for monsters/NPC's for AD&D.</p><p></p><p><strong>Too many rules; even players & GM's get lost.</strong></p><p>True, but 90% of the rules are used EVERY session. The other 10% (from grappling to failed item saves) are par for the course of any RPG.</p><p></p><p><strong>5.) 3e encourages player vs. GM play! nuff said.</strong></p><p></p><p>More needs to be said. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm afraid I don't understand how you feel the dynamic has changed.</p><p></p><p>In all, I heavily agree there are more rules, but there's two differences:</p><p></p><p>1- Core universal mechanics;</p><p>2- Greater <em>optional</em> detail for the GM. Some Gm's treat it like it's not optional, but it is.</p></blockquote><p></p>
[QUOTE="Henry, post: 1080555, member: 158"] I should know better, but here's my dissection: [b]1.) Extensive rules giving players ammo to argue.[/b] We didn't go to the books so much back then because it wasn't there. We still argued about rules in my group, it was just whether the DM gave a bad call or not. Rules lawyers will exist with or without rules, in my experience (I know, because I'm one of them. :)) [b]2.) The social skills have really taken a beating in 3e; 17th levels can hit a DC 40.[/b] While learning to socialize is a good thing, playing D&D will still not make you a smooth orator, nor will it make you take to heart the ability to smooth-talk or persuade another. To me, roleplaying a good negotiator while your character's abilities are mediocre is CHEATING, pure and simple. Thus, a good combatant sacrifices social skills to be a good combatant, just as a good diplomat sacrifices combat skills. [b]3.) 3e gets close to a computer game; encourages combat at the expense of roleplaying.[/b] My experience hasn't seen it; my groups have generally been more combative anyway, because we usually play it more socially than some groups, which could be why I've seen a change. If anything, we encourage more roleplay now than before, But I attribute that more to my and other DM's being influenced by the concert of fantastic roleplayers we interact with on ENWorld. [b]4.) GMs have a lot more to do and consider than in past games; so much more work has to go into mechanics these days.[/b] Ah, the crux of the argument; One I agree AND disagree with. If you detail EVERY nuance of every monster and NPC every time, you'll go nuts, and burn out. I agree. But then, I don't do that much detail. I once posted "Quick-and-Dirty" NPC creation on these forums, and at Dragonsfoot; I live by those rules. If my players don't catch that my trolls are 1 or 2 points off on their attack bonuses, who's to care? They certainly don't, and I don't need to bog down story by knowing every skill that my NPC's have or don't have. The advantage to all that extra material is, I CAN KNOW these things, if I need to; otherwise, I carry on a piece of paper the same amount of stats I used to carry for monsters/NPC's for AD&D. [b]Too many rules; even players & GM's get lost.[/b] True, but 90% of the rules are used EVERY session. The other 10% (from grappling to failed item saves) are par for the course of any RPG. [b]5.) 3e encourages player vs. GM play! nuff said.[/b] More needs to be said. :) I'm afraid I don't understand how you feel the dynamic has changed. In all, I heavily agree there are more rules, but there's two differences: 1- Core universal mechanics; 2- Greater [i]optional[/i] detail for the GM. Some Gm's treat it like it's not optional, but it is. [/QUOTE]
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