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Jon Peterson: Does System Matter?
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<blockquote data-quote="TheAlkaizer" data-source="post: 8196141" data-attributes="member: 7024893"><p>That's something I see being repeated often, but it's just not true. There's a very clear difference between rules and content. There's not a 1000 pages of rules. The Monster Manual is almost entirely content. Most players I know played D&D for years without ever reading a single line out of the Monster Manual. Same with the Dungeon's Master Guide. As for the Player's Handbook, you skim over classes, races, make your choice and then deep dive in what interest you. The list of spells is not all relevant to you or relevant at all.</p><p></p><p>I've done it before, but give a brand new player the Player's Handbook. Tell them to read:</p><ul> <li data-xf-list-type="ul">Page 5 to 7 for the introduction.</li> <li data-xf-list-type="ul">Page 173 to 179 for everything related to throws and ability scores.</li> <li data-xf-list-type="ul">Page 181 to 186 for adventuring.</li> <li data-xf-list-type="ul">Page 189 to 196 for the basics of combat.</li> <li data-xf-list-type="ul">Pages 201 to 202 for spellcasting, if needed.</li> </ul><p>That's it. That's 21 pages of rules written in natural language. That's all the rules you need to play. Most tabletop or card games that I played had more dense, obtuse and numerous rules than D&D 5E. Also, if you decide to play in Theater of the Mind, you can probably forego a quarter of those pages. And as opposed to a boardgame, if you misunderstand and forget a rule, it doesn't break the mind. Because D&D is not as systemically-driven as most games with a win condition.</p><p></p><p>And if we talk about a DM? Yes, one person has to invest more time. Instead of spending about 30 minutes to read the pages listed above, they probably need to read page 233 to 260 of the Dungeon's Master Guide to learn how to run the game. Then maybe spend an hour a week in a official adventure to prepare for the week's session.</p><p></p><p>There's certainly more rules and more things to learn both for players and DMs, but they're things you'll learn later and progressively. You want to create your own monster after a couple of sessions? Go read three pages in the Dungeon's Master Guide and work at it for 30 minutes.</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 8196141, member: 7024893"] That's something I see being repeated often, but it's just not true. There's a very clear difference between rules and content. There's not a 1000 pages of rules. The Monster Manual is almost entirely content. Most players I know played D&D for years without ever reading a single line out of the Monster Manual. Same with the Dungeon's Master Guide. As for the Player's Handbook, you skim over classes, races, make your choice and then deep dive in what interest you. The list of spells is not all relevant to you or relevant at all. I've done it before, but give a brand new player the Player's Handbook. Tell them to read: [LIST] [*]Page 5 to 7 for the introduction. [*]Page 173 to 179 for everything related to throws and ability scores. [*]Page 181 to 186 for adventuring. [*]Page 189 to 196 for the basics of combat. [*]Pages 201 to 202 for spellcasting, if needed. [/LIST] That's it. That's 21 pages of rules written in natural language. That's all the rules you need to play. Most tabletop or card games that I played had more dense, obtuse and numerous rules than D&D 5E. Also, if you decide to play in Theater of the Mind, you can probably forego a quarter of those pages. And as opposed to a boardgame, if you misunderstand and forget a rule, it doesn't break the mind. Because D&D is not as systemically-driven as most games with a win condition. And if we talk about a DM? Yes, one person has to invest more time. Instead of spending about 30 minutes to read the pages listed above, they probably need to read page 233 to 260 of the Dungeon's Master Guide to learn how to run the game. Then maybe spend an hour a week in a official adventure to prepare for the week's session. There's certainly more rules and more things to learn both for players and DMs, but they're things you'll learn later and progressively. You want to create your own monster after a couple of sessions? Go read three pages in the Dungeon's Master Guide and work at it for 30 minutes. [/QUOTE]
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