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<blockquote data-quote="Scribble" data-source="post: 5694464" data-attributes="member: 23977"><p>I didn't say you don't have to know something, just that the words = numbers when you boil it down.</p><p></p><p></p><p></p><p>Sure there are some drawbacks for people having to know the order of ranks.</p><p></p><p></p><p></p><p>In my head when I'm DMing, I have an easier time thinking I want this to be "Hard" as opposed to I want this to be hard, so it needs to be DC whatever.</p><p></p><p>That's the "flow" I'm talking about.</p><p></p><p></p><p></p><p>This is kind of like the same insulting question people ask when they are upset about the change from negative to positive AC. "Is it really that hard to subtract?" Maybe you shouldn't be playing D&D blah blah blah.</p><p></p><p>It's not about big number vrs small number, it's about knowing during a game what is statistically significant or not. 11 is bigger then 10 but is it really more of a challenge? </p><p></p><p>For some (myself included) it's just easier to think in terms of overall categories. Expert is more difficult then Hard.</p><p></p><p></p><p>In the end, I'm not arguing that it's a better system for those that like numbers, or that' it's a better system for those who don't.</p><p></p><p>I'm saying (and what I think the whole thing is about) is that it's a more diverse system then concentrating on one at the expense of the other.</p><p></p><p>Both "sides" can use the system without feeling like they're being told the style they want to play in is not the "correct" one.</p><p></p><p></p><p>Part of what I think made D&D special, and so popular was that it was relatively easy to bend to whatever style you wanted. The only issue (and part of why it was so easy to bend) was that it wasn't designed in any one particular philosophy. Stuff was just added on because someone thought it was cool.</p><p></p><p>Once they added the concept of "balance" (well the 3e + concept) they started focusing on singular play styles.</p><p></p><p>These articles (in my opinion) are about re-opening the game to different play styles, but in a way that still allows it to retain the "modern day" concept of balance.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5694464, member: 23977"] I didn't say you don't have to know something, just that the words = numbers when you boil it down. Sure there are some drawbacks for people having to know the order of ranks. In my head when I'm DMing, I have an easier time thinking I want this to be "Hard" as opposed to I want this to be hard, so it needs to be DC whatever. That's the "flow" I'm talking about. This is kind of like the same insulting question people ask when they are upset about the change from negative to positive AC. "Is it really that hard to subtract?" Maybe you shouldn't be playing D&D blah blah blah. It's not about big number vrs small number, it's about knowing during a game what is statistically significant or not. 11 is bigger then 10 but is it really more of a challenge? For some (myself included) it's just easier to think in terms of overall categories. Expert is more difficult then Hard. In the end, I'm not arguing that it's a better system for those that like numbers, or that' it's a better system for those who don't. I'm saying (and what I think the whole thing is about) is that it's a more diverse system then concentrating on one at the expense of the other. Both "sides" can use the system without feeling like they're being told the style they want to play in is not the "correct" one. Part of what I think made D&D special, and so popular was that it was relatively easy to bend to whatever style you wanted. The only issue (and part of why it was so easy to bend) was that it wasn't designed in any one particular philosophy. Stuff was just added on because someone thought it was cool. Once they added the concept of "balance" (well the 3e + concept) they started focusing on singular play styles. These articles (in my opinion) are about re-opening the game to different play styles, but in a way that still allows it to retain the "modern day" concept of balance. [/QUOTE]
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