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Guest 85555
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I do like modules to provide information on likley courses of action, while generally leaving things pretty free-form.
This is a very interesting point, although you can easily run 4E very flexible with powers/p42 et al; our group found the same thing. Looking at powers cards for what to do, not using our in character selves. My hope for 5E is similar to yours!Anyway, point being is that 3e and 4e sort-of require you to know the rules. Now I KNOW that you can improvise in any system. The logical part of my brain tells me that. But I also truly believe that people are hard-wired to follow-the-leader and fall into lock-step. So regardless of knowing this, I still tend to follow the rules and use them as written (or with houserules). And in part, this is also because everyone at the table expects me to do so. They all came to play 4e, not AD&D 4e.
This is one of the reasons why I'm quite excited by one of the aspects of 5e that has been touted, ie. bringing back improvisation and supporting it within the fundamental mechanics of the system. So even though I know I could just run a 4e game using page 42, having it as an expectation within the system makes my life a lot easier as a DM. The players expect that type of game and I don't have to fight the urge to fall into step with the rules.
Why is it that people reminisce about AD&D and 2e as being rules-light and easier to house rule and easy to improvise?
AD&D (the system I have played the most in my life) is extremely complicated, with detailed rules, multiple subsystems, and really tough to read books. Why do people say it was easier? I, for one, simply used some rules, ignored others, and improvised as I saw fit.
YOU CAN IMPROVISE IN ANY EDITION!
It doesn't matter if later editions have simpler, or more comprehensive, or streamlined rules. The gaming group (DM and Players) can improvise if they all simply agree to.
If your players don't want to improvise, if they want to use a standard set of rules, that is not the problem of the game system.
Why is a 1st edition fireball less "tactical" than a 3e or 4e fireball? They all have specified ranges and areas of effects. It is how your group decides to play that matters. Did your AD&D groups use bouncing lightning bolts and fireballs that filled over 300' of dungeon corridor? You didn't have to.