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Is 3e a GM Nightmare? Rules and beyond!
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<blockquote data-quote="BSF" data-source="post: 1083794" data-attributes="member: 13098"><p>*laugh* </p><p></p><p>Yes, it does seem combat oriented. But, not just because of the combat rules. Heck, take something as simple as the Craft skill. It details all the DC's for creating weapons and armor, and now alchemical agents that are used primarily for ... combat. But, does it give any guidelines for crafting a musical instrument? What about a nice looking holy symbol? How about excelletn clothing? It's not there.</p><p></p><p>Look at the equipment lists. Easy comparison. All musical instruments cost the same, but we have quite a selection of arms and armor.</p><p></p><p>Don't get me wrong, I am not _complaining_ about it. I wish they had put a little more emphasis into non-combat flavor, so I wouldn't have to work it all out myself. Combat is one area that has generated the most arguements and is most in need of standardization and baselining. </p><p></p><p>However, as woodelf has pointed out (I think) and I have agreed, this emphasis on the rules may actually hinder the creativity of the players. It won't hinder everyone! But, it creates implied boundaries that people may be afraid to break because "it isn't in the rules."</p><p></p><p>Anyway, I still like the combat rules. I also like a lot of the points brought up in this thread because it makes me *think* and try to find ways around the other limitations. I believe most of the problems really come down to the people playing the game. Many of those are solvable with communication, and sometimes with an agreement that the people involved want to play different styles and should part ways as far as gaming goes.</p></blockquote><p></p>
[QUOTE="BSF, post: 1083794, member: 13098"] *laugh* Yes, it does seem combat oriented. But, not just because of the combat rules. Heck, take something as simple as the Craft skill. It details all the DC's for creating weapons and armor, and now alchemical agents that are used primarily for ... combat. But, does it give any guidelines for crafting a musical instrument? What about a nice looking holy symbol? How about excelletn clothing? It's not there. Look at the equipment lists. Easy comparison. All musical instruments cost the same, but we have quite a selection of arms and armor. Don't get me wrong, I am not _complaining_ about it. I wish they had put a little more emphasis into non-combat flavor, so I wouldn't have to work it all out myself. Combat is one area that has generated the most arguements and is most in need of standardization and baselining. However, as woodelf has pointed out (I think) and I have agreed, this emphasis on the rules may actually hinder the creativity of the players. It won't hinder everyone! But, it creates implied boundaries that people may be afraid to break because "it isn't in the rules." Anyway, I still like the combat rules. I also like a lot of the points brought up in this thread because it makes me *think* and try to find ways around the other limitations. I believe most of the problems really come down to the people playing the game. Many of those are solvable with communication, and sometimes with an agreement that the people involved want to play different styles and should part ways as far as gaming goes. [/QUOTE]
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