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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="ad_hoc" data-source="post: 7758830" data-attributes="member: 6748898"><p>Whether you like it or not, the design philosophy is important.</p><p></p><p>The rules become much clearer. I am totally on board with the design philosophy. Most of the rules arguments/confusion comes from people who are not. Understanding the why of the rules is important.</p><p></p><p>One thing I have noticed is a correlation between people who are upset that 'character building' is more limited than what they are used to, and how boring the game is because they don't have many options during play. </p><p></p><p>This again comes down to how we approach the game. 5e allows characters to do things without having explicit buttons for them. If you have never played an RPG like that before, then it is likely that you don't even see the possibilities.</p><p></p><p>I have introduced people to RPGs through 5e and many of them start by thinking the rules are what is on the character sheet. At some point it clicks, either through someone else or by me reminding them that they are free to do whatever, and then the experience entirely changes for them.</p><p></p><p>There are a multitude of non-combat examples so here is a combat one. Had a player who started with 5e but in a game that I assume was very much about the buttons. She played a ranged Ranger. At our table enemies would run up to her and start attacking. Then she would have disadvantage to shoot. At first she was frustrated, but eventually it lead to all sorts of creative ways and teamwork to prevent that. Combat was no longer 'I do my action routine'. It changes dynamically.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 7758830, member: 6748898"] Whether you like it or not, the design philosophy is important. The rules become much clearer. I am totally on board with the design philosophy. Most of the rules arguments/confusion comes from people who are not. Understanding the why of the rules is important. One thing I have noticed is a correlation between people who are upset that 'character building' is more limited than what they are used to, and how boring the game is because they don't have many options during play. This again comes down to how we approach the game. 5e allows characters to do things without having explicit buttons for them. If you have never played an RPG like that before, then it is likely that you don't even see the possibilities. I have introduced people to RPGs through 5e and many of them start by thinking the rules are what is on the character sheet. At some point it clicks, either through someone else or by me reminding them that they are free to do whatever, and then the experience entirely changes for them. There are a multitude of non-combat examples so here is a combat one. Had a player who started with 5e but in a game that I assume was very much about the buttons. She played a ranged Ranger. At our table enemies would run up to her and start attacking. Then she would have disadvantage to shoot. At first she was frustrated, but eventually it lead to all sorts of creative ways and teamwork to prevent that. Combat was no longer 'I do my action routine'. It changes dynamically. [/QUOTE]
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