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General Tabletop Discussion
*TTRPGs General
Legends and Lore - The Temperature of the Rules
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<blockquote data-quote="LurkAway" data-source="post: 5744652" data-attributes="member: 6685059"><p>I agree that it would be safer if a 4E DM got player consensus to change rules if that would alter the expected playstyle.</p><p></p><p>In 5E, we don't know which playstyle(s) will be supported. I would be curious to know why Monte and Mearls are talking about complexity dials and temperatures of the rules -- is this mostly about making a lite D&D vs complex D&D, or is this also about rules that are modular for a certain playstyle (4E style or Tomb-of-Horrors-flying-thief-on-a-rope or simulationist-immersionist).</p><p></p><p>There are irreconcilable differences between at least 2 opposing perspectives on the ideal D&D roleplaying experience. CrazyJerome suggested that sidebars explaining the rules would help. I'm not so sure it's worth the effort and pagespace. i.e., you could explain to me until you're blue in the face why all spells cause damage+effect in 4E, but I'll still want to rip out the entire magic system and substitute for a different one without the bloat and "sameness" and hope that it's fair using a different mundane-magic balancing track.</p><p></p><p>From what I understand of Umbran's perspective, D&D is inexorably evolving in a gamist/complex/tactical direction. OTOH, some people have accused Monte of being nostalgic for the old days.</p><p></p><p>For the split between the wannabe-amateur-game-designer vs play-as-is-out-of-the-box, I don't know if it's as divisive (well, maybe it is, who can predict) and good clear presentation may alleviate that one way or another.</p><p></p><p>Anyway, it's great to talk about *how* the rules are changeable from a default, but I think what matters more is *why*. Figure out the exact purpose first, and I assume the method will follow more naturally.</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5744652, member: 6685059"] I agree that it would be safer if a 4E DM got player consensus to change rules if that would alter the expected playstyle. In 5E, we don't know which playstyle(s) will be supported. I would be curious to know why Monte and Mearls are talking about complexity dials and temperatures of the rules -- is this mostly about making a lite D&D vs complex D&D, or is this also about rules that are modular for a certain playstyle (4E style or Tomb-of-Horrors-flying-thief-on-a-rope or simulationist-immersionist). There are irreconcilable differences between at least 2 opposing perspectives on the ideal D&D roleplaying experience. CrazyJerome suggested that sidebars explaining the rules would help. I'm not so sure it's worth the effort and pagespace. i.e., you could explain to me until you're blue in the face why all spells cause damage+effect in 4E, but I'll still want to rip out the entire magic system and substitute for a different one without the bloat and "sameness" and hope that it's fair using a different mundane-magic balancing track. From what I understand of Umbran's perspective, D&D is inexorably evolving in a gamist/complex/tactical direction. OTOH, some people have accused Monte of being nostalgic for the old days. For the split between the wannabe-amateur-game-designer vs play-as-is-out-of-the-box, I don't know if it's as divisive (well, maybe it is, who can predict) and good clear presentation may alleviate that one way or another. Anyway, it's great to talk about *how* the rules are changeable from a default, but I think what matters more is *why*. Figure out the exact purpose first, and I assume the method will follow more naturally. [/QUOTE]
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