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<blockquote data-quote="ECMO3" data-source="post: 9243147" data-attributes="member: 7030563"><p>This is fundamentally different than your original claim.</p><p></p><p>You said "<em>The DMG told DMs that they could alter<u> whatever they wanted</u>"</em></p><p></p><p>That is fundamentally different than <em>"Read how and why the system is as if is,<u> follow the parameters,</u> and then cut portions <u>as needed</u> to maintain excitement."</em></p><p><em></em></p><p><em>"Whatever they wanted"</em> is not even remotely the same as <em>"as needed"</em> and you conveniently left out that he specifically told you to follow the DMG except "as needed"</p><p></p><p>Further, the example he uses has nothing to do with game mechanics, he uses an example of forgoing wandering monster rolls when you have already planned specific encounters.</p><p></p><p>A better way to say this is:</p><p></p><p>Gygax told you to use the specific rules except as needed and then to cut or change portions outside of the major mechanics.</p><p></p><p></p><p></p><p></p><p>This is not about rules, it is about dice. The section is even labeled "DICE"</p><p></p><p>You completely take this out of context. What it is saying is you use dice to determine probabilities of outcomes. This section goes on to talk about the bell curve associated with 3d6 and the uniform distribution ("linear curve") associated with 1d100.</p><p></p><p>This has nothing to do with optional or official rules and is about how to set up probabilities so you can execute them with dice rolls when that is not captured in the rules.</p><p></p><p>For example, the rules give a basic 50% chance of a fighter at 1st level hitting an enemy with an AC 10 with an attack, what if the fighter wants to swing his sword at the door and you do not have an AC for that in the rules? You need to make that up. That is what this is talking about and it is what is meant by <em>"those you have set forth on your own"!</em></p><p></p><p></p><p></p><p></p><p></p><p>Back to an example regarding wandering mosnters! "Certain" rules is not "any" rule! And again you are taking this out of context and it is about wandering monsters, not game mechanics. He is saying players have made their way to the finale, don't throw a random encounter in there to screw it up.</p><p></p><p>Let me leave you with a quote from page 9, and one that puts all of this in context a lot better than those peices you cherry picked:</p><p></p><p><em>"And<u> there are no optionals</u> for the major systems of Advanced D&D (for uniformity of rules and procedures game-to-game, campaign-to-campaign is stressed), there are <u>plenty of areas</u> where your own creativity and imagination <u>are not bounded by the parameters of the game</u> system."</em></p><p></p><p>Note underlined! This is what the intent of the DMG is; to have rigid, inflexible rules regarding game mechanics and to let the DM develop outside of those parameters. That is clear if you actually read the introduction in its entirety.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9243147, member: 7030563"] This is fundamentally different than your original claim. You said "[I]The DMG told DMs that they could alter[U] whatever they wanted[/U]"[/I] That is fundamentally different than [I]"Read how and why the system is as if is,[U] follow the parameters,[/U] and then cut portions [U]as needed[/U] to maintain excitement." "Whatever they wanted"[/I] is not even remotely the same as [I]"as needed"[/I] and you conveniently left out that he specifically told you to follow the DMG except "as needed" Further, the example he uses has nothing to do with game mechanics, he uses an example of forgoing wandering monster rolls when you have already planned specific encounters. A better way to say this is: Gygax told you to use the specific rules except as needed and then to cut or change portions outside of the major mechanics. This is not about rules, it is about dice. The section is even labeled "DICE" You completely take this out of context. What it is saying is you use dice to determine probabilities of outcomes. This section goes on to talk about the bell curve associated with 3d6 and the uniform distribution ("linear curve") associated with 1d100. This has nothing to do with optional or official rules and is about how to set up probabilities so you can execute them with dice rolls when that is not captured in the rules. For example, the rules give a basic 50% chance of a fighter at 1st level hitting an enemy with an AC 10 with an attack, what if the fighter wants to swing his sword at the door and you do not have an AC for that in the rules? You need to make that up. That is what this is talking about and it is what is meant by [I]"those you have set forth on your own"![/I] Back to an example regarding wandering mosnters! "Certain" rules is not "any" rule! And again you are taking this out of context and it is about wandering monsters, not game mechanics. He is saying players have made their way to the finale, don't throw a random encounter in there to screw it up. Let me leave you with a quote from page 9, and one that puts all of this in context a lot better than those peices you cherry picked: [I]"And[U] there are no optionals[/U] for the major systems of Advanced D&D (for uniformity of rules and procedures game-to-game, campaign-to-campaign is stressed), there are [U]plenty of areas[/U] where your own creativity and imagination [U]are not bounded by the parameters of the game[/U] system."[/I] Note underlined! This is what the intent of the DMG is; to have rigid, inflexible rules regarding game mechanics and to let the DM develop outside of those parameters. That is clear if you actually read the introduction in its entirety. [/QUOTE]
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