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Is 3e a GM Nightmare? Rules and beyond!
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<blockquote data-quote="JeffB" data-source="post: 1081555" data-attributes="member: 518"><p>I didn't read any of the 85 replies yet, but all I can say is in my view you are absolutely correct. It's definitely the player's game, and tries very hard to constrain the DM into working w/ the official rules instead of being more creative. The all important "game balance" factor <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> </p><p></p><p>Strip it down to the base mechanic and "wing" it and the game is a ton of fun. Have a bunch of rules jockey's in your game and it's no fun whatsoever. My first several sessions of 3E were a mess because I tried very hard to keep with the rules, and I ended up spending more time w/ my head in the DMG looking up a special condition or som other stupid thing than I did running a fun game.</p><p></p><p>A year and a quarter later after I had dropped 3E for simpler systems, I ran a "wing it game" using The Sinister Secret of Saltmarsh, and made decisions on the fly (like DC's and whatnot) and rulings based on common sense. I used the +2/-2 circumstance modifiers quite a bit, and we all had alot of fun with it. You have to have the right kind of players though. IME most D&D players (of all editions, and other game's fans as well) are rules over roleplaying first, and could care less about the unfolding story/plot as long as they hit that next level and get that new spell, item, or special ability. I grew up playing a totally different way...thank goodness, cause I just don't like the approach of most gamers I've played with. I get more excited not knowing what's behind that door, or trying to use my brain to figure out a trap instead of figuring out the best feat combinations that will get me to PRClass "X" :rollseyes:</p><p></p><p>All in the approach I suppose... <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></blockquote><p></p>
[QUOTE="JeffB, post: 1081555, member: 518"] I didn't read any of the 85 replies yet, but all I can say is in my view you are absolutely correct. It's definitely the player's game, and tries very hard to constrain the DM into working w/ the official rules instead of being more creative. The all important "game balance" factor :rolleyes: Strip it down to the base mechanic and "wing" it and the game is a ton of fun. Have a bunch of rules jockey's in your game and it's no fun whatsoever. My first several sessions of 3E were a mess because I tried very hard to keep with the rules, and I ended up spending more time w/ my head in the DMG looking up a special condition or som other stupid thing than I did running a fun game. A year and a quarter later after I had dropped 3E for simpler systems, I ran a "wing it game" using The Sinister Secret of Saltmarsh, and made decisions on the fly (like DC's and whatnot) and rulings based on common sense. I used the +2/-2 circumstance modifiers quite a bit, and we all had alot of fun with it. You have to have the right kind of players though. IME most D&D players (of all editions, and other game's fans as well) are rules over roleplaying first, and could care less about the unfolding story/plot as long as they hit that next level and get that new spell, item, or special ability. I grew up playing a totally different way...thank goodness, cause I just don't like the approach of most gamers I've played with. I get more excited not knowing what's behind that door, or trying to use my brain to figure out a trap instead of figuring out the best feat combinations that will get me to PRClass "X" :rollseyes: All in the approach I suppose... :) [/QUOTE]
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