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Is it DnD, or MtG? (General Griping)
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<blockquote data-quote="Campbell" data-source="post: 1872314" data-attributes="member: 16586"><p>While I am also an advocate of opening up more of the d20 system, I believe that my previous statement was worded too strongly. While I still enjoy Hero, it is too codefied for my tastes. On the other hand, D&D as it stands is not codefied enough for my tastes, espicially in reguards to Challenge Ratings and Magic Item Creation. Thankfully in this reguard, Upper Krust's CR System and die_kluge's Artificier's Handbook have helped immensely. </p><p> </p><p> As far as I'm concerned D&D lacks the modularity that I'm looking for, but my primary concern, at least as far as this thread's topic goes, remains the unforeseen market realities that the OGL brought to the table. I'd argue that during the initial design of 3e, WotC had no idea that we would be hit with such an explosion of 'crunchy bits'. They offered no real advice on this issue because they didn't know it was going to occur, and I'm quite certain they didn't foresee that people would take their guidelines so seriously. The acquisition by Hasbro and departure of key designers further muddied the waters. And so far, WotC has tried to deal with the market realities, rather than address a serious issues I believe the d20 market has unleashed.</p><p> </p><p> The d20 market, and a reliance on designers who did not partake in the initial design of 3e has in a number of ways forced DMs to become ametuer game designers. Market forces when combined with the strong language evoked in the DMG has caused a feeling of DM disempowerment in some segments of the community. As it currently stands, disenfranchised DMs do not have the right tools to retain control of their games, to play D&D in the way they want to play it. They do not know how to look over a feat, a new rule, a magic item, monster or spell and judge its viability for their games. They are dealing with player pressure and market pressure. They need <em>meaningful </em>guidance on how to deal with these factors, while maintaining a sufficient level of game balance. We have HEROization without HEROized GMing advice, and this has become problematic.</p><p> </p><p> The more I think about this matter, the more I believe it deserves its own thread.</p></blockquote><p></p>
[QUOTE="Campbell, post: 1872314, member: 16586"] While I am also an advocate of opening up more of the d20 system, I believe that my previous statement was worded too strongly. While I still enjoy Hero, it is too codefied for my tastes. On the other hand, D&D as it stands is not codefied enough for my tastes, espicially in reguards to Challenge Ratings and Magic Item Creation. Thankfully in this reguard, Upper Krust's CR System and die_kluge's Artificier's Handbook have helped immensely. As far as I'm concerned D&D lacks the modularity that I'm looking for, but my primary concern, at least as far as this thread's topic goes, remains the unforeseen market realities that the OGL brought to the table. I'd argue that during the initial design of 3e, WotC had no idea that we would be hit with such an explosion of 'crunchy bits'. They offered no real advice on this issue because they didn't know it was going to occur, and I'm quite certain they didn't foresee that people would take their guidelines so seriously. The acquisition by Hasbro and departure of key designers further muddied the waters. And so far, WotC has tried to deal with the market realities, rather than address a serious issues I believe the d20 market has unleashed. The d20 market, and a reliance on designers who did not partake in the initial design of 3e has in a number of ways forced DMs to become ametuer game designers. Market forces when combined with the strong language evoked in the DMG has caused a feeling of DM disempowerment in some segments of the community. As it currently stands, disenfranchised DMs do not have the right tools to retain control of their games, to play D&D in the way they want to play it. They do not know how to look over a feat, a new rule, a magic item, monster or spell and judge its viability for their games. They are dealing with player pressure and market pressure. They need [i]meaningful [/i]guidance on how to deal with these factors, while maintaining a sufficient level of game balance. We have HEROization without HEROized GMing advice, and this has become problematic. The more I think about this matter, the more I believe it deserves its own thread. [/QUOTE]
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