Croesus
Adventurer
Interesting given how a big emphasis in Monte Cook and Shanna Germain's Cypher System has been GM Empowerment.
A good example of why we shouldn't pigeonhole game designers (and folks in general).
Interesting given how a big emphasis in Monte Cook and Shanna Germain's Cypher System has been GM Empowerment.
This was always my assumption about the "creative differences" -- well, that and the whole "no side work" thing which has caused me to turn down jobs. I don't know if it was Mearls, personally, though. I always assumed Cook just wasn't part of whatever larger consensus may have set the 5E re-alignment. I've really never cared enough to ponder it long, though.Cook was a major contributor to 3e, so a 5e with him as lead designer may have been even more 3.x/PF-like. Though, presumably, without the option bloat and player-'Entitlement'-over-DM-Empowerment.
Initially, I suppose, 2e, with the bizzare-sounding-at-the-time "Player's Option" series. ("What!?! Players don't have Options! DMs have Options! what cheek! what unabashed insolence!")... but, really, with 3e and the tremendous increase in such options, and the generally more consistent (there was a lot of room to be more consistent!) design and more open presentation of the rules. AD&D had had a polite 'DM's eyes only' fiction going with much of the rules, 1e even had different rules in the DMG than in the PH, so the players were litterally learning and making decisions based on the wrong rules. 3e put almost all the character building rules ('cept magic items & wealth/level) and combat rules right in the PH. 4e finished the job.Huh? What player-entitlement over DM-empowerment? What edition did that arise in?
Can't say I ever noticed that. Yes, 3e was very player-focused in terms of the sheer resources marketed to them (it had worked for 2e for a while, and Battletech and WoD had been very successful with publishing vast quantities of 'splatbooks'), and there was the RAW-uber-alles zietgiest that built up around that. Players were able to uncover lavish rewards for system mastery and were unwilling to lose them to an off-hand DM ruling.I learned to dislike d20 after a while, but it did the two things it set out to do very well -- protect players from bad/inexperienced/jerk DMs
Certainly.and refine/standardize the core mechanics.
Can't say I ever noticed that. Yes, 3e was very player-focused in terms of the sheer resources marketed to them (it had worked for 2e for a while, and Battletech and WoD had been very successful with publishing vast quantities of 'splatbooks'), and there was the RAW-uber-alles zietgiest that built up around that. Players were able to uncover lavish rewards for system mastery and were unwilling to lose them to an off-hand DM ruling.
But that only made running 3.x that much more of a challenge, and a good (indeed excellent) DM that much more needful. I suppose that 'protected' you from an inexperienced DM, as they'd either give up in short order, and painfully gain the needed experience...![]()
That's your evidence of a "beef"?
Needing some protection from DM's focused on telling their story was a bigger issue in 2000 than it was a decade later.Interesting given how a big emphasis in Monte Cook and Shanna Germain's Cypher System has been GM Empowerment.
Needing some protection from DM's focused on telling their story was a bigger issue in 2000 than it was a decade later.![]()
Sure. I wasn't knocking 3e there, railroading games into the DM's scripted storyline was a much bigger thing in the '90s. 3e's stronger player empowerment was a necessary corrective.Maybe. But thanks to the journey through 3e and 4e, I think 5e does have some better defined elements than 1e/2e did. For example, exactly how far can you move and still get multiple attacks in 1e or 2e? It's not that easy a question to answer. But it is in 5e and I'm sure it's partly because 3e took the effort to define it far more carefully than previous editions did.