danzig138
Explorer
Says you. I find that's not the case.Lanefan said:Because it is easier to add than to subtract.
Says you. I find that's not the case.Lanefan said:Because it is easier to add than to subtract.
I agree.danzig138 said:Says you. I find that's not the case.
Frankly, Mike, I don't believe this. You cleaned your apartment?mearls said:First off, the ideas on my LJ have nothing to do with how we develop D&D. This was purely something I thought of while cleaning my apartment on Sunday afternoon while listening to the Seahawks game.
Nyeshet said:Personally, I would like the current d20 system far more if the combat and magic were reduced to skills .
No matter what changes are made, I would pray that "stacks of rulebooks" aren't necessary or desired.buzz said:not to mention why I'm paying $30 a pop for stacks of rulebooks.
It wasn't a strawman: he did not set that up as a caracature of your position and then make it the basis of his argument. From your view, it was merely a poor example. [/nitpick](P.S., the jumping onto illusory terrain example is a strawman, as there are rules to deal with this in D&D 3.5 that are more than, "Trust the DM and do what he says.")
I completely disagree. There are so many class based abilities and feats predicated on AoO in the game that removing them without rewriting most of the game is nearly impossible. AoO is one element of the tactical/miniatures combat in the game that is so entwined amongst all the rules that it is impossible to remove without changing the whole system . . . sort of like Firx in Eyes of the Overworld, those rules are implanted so deeply and are so pervasive that removing them kills the victim.Klaus said:I agree.
For instance: it's far easier to remove AoO from the game than it would be to add them if they weren't there in the first place.
Gentlegamer said:I completely disagree. There are so many class based abilities and feats predicated on AoO in the game that removing them without rewriting most of the game is nearly impossible. AoO is one element of the tactical/miniatures combat in the game that is so entwined amongst all the rules that it is impossible to remove without changing the whole system . . . sort of like Firx in Eyes of the Overworld, those rules are implanted so deeply and are so pervasive that removing them kills the victim.
The "stacks of rulebooks" (sigh; has the game really come to that?) are there to provide the DM a framework on which to build her game. That's where 1e is good; it provides the frame for the house but you (the DM) still get to do the furnishing and decorating, and can make changes to the frame if you like. 3e wants to do all the decorating for you, while 3.5 (from what little I've seen) does the decorating and tells you where each piece of furniture has to go.buzz said:If the whole of the system is "a good GM will make it work," then it begs the question of why we're using a system at all, not to mention why I'm paying $30 a pop for stacks of rulebooks.
Good base design is one thing. Overdesign and micromanagement are another. This has become my main complaint with Magic of late: in its early days, the designers just threw cards together into a set and let the players figure 'em out...sure some were broken, but so what. Now, each set is overdesigned to a fault...to the point that when you open a pack, you *know* there won't be anything a player can take and run with, and push outside the envelope...and that makes it less interesting. D+D seems to be going the same way.Again, some people like this sort of play. That's cool, but it doesn't really speak to what I would consider good design worth paying for. Mearls himself once said that good rules are ones that make the game more enjoyable than if they weren't there. If I want to just do freeform where it's all about being told a story by a privileged player or collaborating on a story via negotiation, then I can do that for free.
I don't know 3.5 well enough to answer this, but if what you say is true the days of micromanagement have (sadly) already arrived.(P.S., the jumping onto illusory terrain example is a strawman, as there are rules to deal with this in D&D 3.5 that are more than, "Trust the DM and do what he says.")
Lanefan said:The "stacks of rulebooks" (sigh; has the game really come to that?) are there to provide the DM a framework on which to build her game. That's where 1e is good; it provides the frame for the house but you (the DM) still get to do the furnishing and decorating, and can make changes to the frame if you like. 3e wants to do all the decorating for you, while 3.5 (from what little I've seen) does the decorating and tells you where each piece of furniture has to go.
Lanefan
Lanefan said:That's where 1e is good; it provides the frame for the house but you (the DM) still get to do the furnishing and decorating, and can make changes to the frame if you like. 3e wants to do all the decorating for you, while 3.5 (from what little I've seen) does the decorating and tells you where each piece of furniture has to go.