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Is 3e a GM Nightmare? Rules and beyond!
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<blockquote data-quote="buzzard" data-source="post: 1080663" data-attributes="member: 3003"><p>When most of your arguments are extremely subjective, you are going to have to accept that it may be your problem rather than a fundamental rule problem. </p><p></p><p>Let's go down your list:</p><p></p><p>1) too many rules cause arguments- very subjective and completely based on how you run the game. To impugn the system over this is specious. </p><p></p><p>2)social interaction skill rolls kill roleplay- Again a subjective issue. By codifying the social interactions into the system, you don't have the good roleplayer with the 6 charisma fighter charming everyone. This is a plus. How the players actually roleplay given encounters is dependent on the player, not whether there are rolls involved or not. If you have to prod them into roleplaying, well blaming the system is like blaming matches for arson. </p><p></p><p>3) The rules are too computer like- whatever this means is not too clear (maybe it's subjective- naah!). If you mean the rules are fairly logical and codified, well yes. Reasonable people would think this is a good thing. </p><p></p><p>4) DMs have too much to consider- This is another issue of blaming matches for starting fires. The flexibility of 3ed is a tool, not a requirement. About the only concession I will make here is that a lot of published adventures use templates, but then they also list all the relevant stats and abilities. You certainly don't have to use such stuff in your own work. </p><p></p><p>5) 3e encourages player vs. DM play- something of a restatment of the first point and equally specious. Third has changed nothing in this regard. If players have an adversarial relation with the DM, the rules will have no bearing as to how this will work. </p><p></p><p>Since most of your arguments are based on:</p><p>A) I don't understand the rules very well because there are too many</p><p>B) There are too many options</p><p>C) Rules are to codified</p><p></p><p>which are fundamental issues with you and your feel for the system, a suggestion to switch to a different system is appropriate. The only valid suggestion on how to fix things is you decide on which rules you like and which you don't and adjust the game accordingly. Anything else won't do since the objections are all subjective in any case. </p><p></p><p>The argument that there are too many rules, is IMHO, bunk. You need to know one book well (PHB) one book in parts (monster abilities in MM), and some select parts of the DMG depending on what you are doing. The mechanic is consistent, and can be adapted to deal with many situations on the fly (pick a close skill and set a DC). If you are running into too many rules, you are using too many sources. Control your game before you blame the system. </p><p></p><p>buzzard</p></blockquote><p></p>
[QUOTE="buzzard, post: 1080663, member: 3003"] When most of your arguments are extremely subjective, you are going to have to accept that it may be your problem rather than a fundamental rule problem. Let's go down your list: 1) too many rules cause arguments- very subjective and completely based on how you run the game. To impugn the system over this is specious. 2)social interaction skill rolls kill roleplay- Again a subjective issue. By codifying the social interactions into the system, you don't have the good roleplayer with the 6 charisma fighter charming everyone. This is a plus. How the players actually roleplay given encounters is dependent on the player, not whether there are rolls involved or not. If you have to prod them into roleplaying, well blaming the system is like blaming matches for arson. 3) The rules are too computer like- whatever this means is not too clear (maybe it's subjective- naah!). If you mean the rules are fairly logical and codified, well yes. Reasonable people would think this is a good thing. 4) DMs have too much to consider- This is another issue of blaming matches for starting fires. The flexibility of 3ed is a tool, not a requirement. About the only concession I will make here is that a lot of published adventures use templates, but then they also list all the relevant stats and abilities. You certainly don't have to use such stuff in your own work. 5) 3e encourages player vs. DM play- something of a restatment of the first point and equally specious. Third has changed nothing in this regard. If players have an adversarial relation with the DM, the rules will have no bearing as to how this will work. Since most of your arguments are based on: A) I don't understand the rules very well because there are too many B) There are too many options C) Rules are to codified which are fundamental issues with you and your feel for the system, a suggestion to switch to a different system is appropriate. The only valid suggestion on how to fix things is you decide on which rules you like and which you don't and adjust the game accordingly. Anything else won't do since the objections are all subjective in any case. The argument that there are too many rules, is IMHO, bunk. You need to know one book well (PHB) one book in parts (monster abilities in MM), and some select parts of the DMG depending on what you are doing. The mechanic is consistent, and can be adapted to deal with many situations on the fly (pick a close skill and set a DC). If you are running into too many rules, you are using too many sources. Control your game before you blame the system. buzzard [/QUOTE]
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