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*Pathfinder & Starfinder
Mearls' "Stop, Thief!" Article
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<blockquote data-quote="D'karr" data-source="post: 5566139" data-attributes="member: 336"><p><strong>The obscurity of Page 42</strong></p><p></p><p>I understood Mike's point in the article and I agree, RPG's are a wonderful thing because they allow us to "create" in a completely imaginary fashion, even when the rules are not fantastic.</p><p></p><p>When running 4e the most inspiring piece of information was the section called <strong><em>Actions the rules don't cover</em></strong> on page 42 of the 4e DMG. It gave the DM a ready made way of adjudicating in an ad-hoc basis.</p><p></p><p>The new Dungeon Master's Book, included in the DM Kit, has a similar section on pages 107-108. The entire section starting on page 101 is very good for new DMs.</p><p></p><p>The problem I found was not the rules but their actual use, or lack of use, by the players. What I started encountering was that the basic rules of 4e were very good and open to creative adjudication, but players were limiting their actions to those things they could see on their "extensive" character sheets. The players were self-restricting to the printed page. Since page 42 and ad-hoc rules are not on those pages they would completely miss the boat. They were focused on their At-will, Encounter, and Daily Powers, almost exclusively.</p><p></p><p>I created a "fix" to that problem, and I expand on it in this <a href="http://www.loremaster.org/entry.php/20-The-stuff-right-in-front-of-you" target="_blank">blog entry</a>. I don't want to derail the conversation on this thread with it, but feel free to comment on the blog.</p><p></p><p>I guess it is always important for the DM to stress to his players that D&D is a game of the imagination. The character sheet is not the end-all of the character but the beginning.</p></blockquote><p></p>
[QUOTE="D'karr, post: 5566139, member: 336"] [b]The obscurity of Page 42[/b] I understood Mike's point in the article and I agree, RPG's are a wonderful thing because they allow us to "create" in a completely imaginary fashion, even when the rules are not fantastic. When running 4e the most inspiring piece of information was the section called [B][I]Actions the rules don't cover[/I][/B] on page 42 of the 4e DMG. It gave the DM a ready made way of adjudicating in an ad-hoc basis. The new Dungeon Master's Book, included in the DM Kit, has a similar section on pages 107-108. The entire section starting on page 101 is very good for new DMs. The problem I found was not the rules but their actual use, or lack of use, by the players. What I started encountering was that the basic rules of 4e were very good and open to creative adjudication, but players were limiting their actions to those things they could see on their "extensive" character sheets. The players were self-restricting to the printed page. Since page 42 and ad-hoc rules are not on those pages they would completely miss the boat. They were focused on their At-will, Encounter, and Daily Powers, almost exclusively. I created a "fix" to that problem, and I expand on it in this [URL="http://www.loremaster.org/entry.php/20-The-stuff-right-in-front-of-you"]blog entry[/URL]. I don't want to derail the conversation on this thread with it, but feel free to comment on the blog. I guess it is always important for the DM to stress to his players that D&D is a game of the imagination. The character sheet is not the end-all of the character but the beginning. [/QUOTE]
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Mearls' "Stop, Thief!" Article
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