Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore - Maintaining the Machine
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FinalSonicX" data-source="post: 5748701" data-attributes="member: 63787"><p>I was all with Monte until he commented that perhaps the rules shouldn't handle the action economy and should instead handle the attacks themselves only. That's going to end up with incredibly inconsistent rulings that are going to frustrate people (myself included). What good are combat rules if the rules don't tell you what kind of common actions you can take and how frequently? if I don't know what in the world my options are in a given combat round until I ask the DM what I can do, then this will slow things down and render combat unplayable IMO. This is all of course ignoring the subjective nightmare design and balance becomes when you have no idea how a given DM might treat the action economy.</p><p></p><p>I buy systems and rulebooks so that I can use them - that usually means they need to do most of the heavy lifting for me rather than basically dumping the work onto me. If my players keep having to ask what kinds of actions they can take on a given round, then it slows down the game and it increases the burden I as a DM must handle. Just tell me how long rounds are, give me a few simple action categories relating to common actions (moving, attacking, casting a spell, drinking a potion, etc), give me guidelines on how to fit unlisted actions into one of the categories, and tell me how many actions of each of these categories a player can normally take in a round. That is all I need to judge what a player can do - they know they can move, attack, cast a spell, etc. and if they want to do something funky then they can go ahead and ask. But please, just give us a robust and simple action economy which only needs my intervention when we want to go "off the tracks" and away from common actions. As a DM, I prefer to spend my time planning about the fun stuff - the content! Let the combat rules be simple enough that the players and DM alike have as little trouble as possible running and resolving combat.</p><p></p><p>The role of the DM, IMO, is to present a setting and a story full of characters, monsters, treasures, locations, and conflicts to interact with. The players can make it their own and the DM can help facilitate their journey and present interesting situations so everyone can have fun. I really don't know who Monte was talking to that said they just roll for the monsters -that's incredibly simplistic and I have to wonder if the person that said that has ever even been a DM or played D&D for any significant period of time. At best this indicates to me that the roles of the DM and the player need to be better explained to newcomers to P&P RPGs.</p></blockquote><p></p>
[QUOTE="FinalSonicX, post: 5748701, member: 63787"] I was all with Monte until he commented that perhaps the rules shouldn't handle the action economy and should instead handle the attacks themselves only. That's going to end up with incredibly inconsistent rulings that are going to frustrate people (myself included). What good are combat rules if the rules don't tell you what kind of common actions you can take and how frequently? if I don't know what in the world my options are in a given combat round until I ask the DM what I can do, then this will slow things down and render combat unplayable IMO. This is all of course ignoring the subjective nightmare design and balance becomes when you have no idea how a given DM might treat the action economy. I buy systems and rulebooks so that I can use them - that usually means they need to do most of the heavy lifting for me rather than basically dumping the work onto me. If my players keep having to ask what kinds of actions they can take on a given round, then it slows down the game and it increases the burden I as a DM must handle. Just tell me how long rounds are, give me a few simple action categories relating to common actions (moving, attacking, casting a spell, drinking a potion, etc), give me guidelines on how to fit unlisted actions into one of the categories, and tell me how many actions of each of these categories a player can normally take in a round. That is all I need to judge what a player can do - they know they can move, attack, cast a spell, etc. and if they want to do something funky then they can go ahead and ask. But please, just give us a robust and simple action economy which only needs my intervention when we want to go "off the tracks" and away from common actions. As a DM, I prefer to spend my time planning about the fun stuff - the content! Let the combat rules be simple enough that the players and DM alike have as little trouble as possible running and resolving combat. The role of the DM, IMO, is to present a setting and a story full of characters, monsters, treasures, locations, and conflicts to interact with. The players can make it their own and the DM can help facilitate their journey and present interesting situations so everyone can have fun. I really don't know who Monte was talking to that said they just roll for the monsters -that's incredibly simplistic and I have to wonder if the person that said that has ever even been a DM or played D&D for any significant period of time. At best this indicates to me that the roles of the DM and the player need to be better explained to newcomers to P&P RPGs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore - Maintaining the Machine
Top