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General Tabletop Discussion
*TTRPGs General
Older Editions and "Balance" when compared to 3.5
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<blockquote data-quote="ExploderWizard" data-source="post: 5316017" data-attributes="member: 66434"><p>I would say rather that you are presuming a DM that wants to learn to become a good one. Like many hobby activities, one grows in ability with time and practice. Games that claim you can be a great DM right out of the gate based purely on the product alone are selling snake oil.</p><p> </p><p> </p><p></p><p> </p><p>All games must do this to some degree. The designers must presume that potential players will like what they see enough to want to play the game. </p><p> </p><p> </p><p></p><p> </p><p>I hear the terms 'complete system' and 'incomplete system' thrown around quite a bit. I don't consider a game that lists creative and imaginative participants as required components for play to be incomplete simply because rules elements that make these traits unnecessary are not included.</p><p> </p><p> </p><p> </p><p>Who determines that a given table sucks? A group could be playing and having fun for many years blissfully unaware that they do in fact suck because they don't play D&D the way some other yahoo plays it. The original intent of the game was for the people playing to unlock their own imaginations and create a game together that doesn't suck <em>for them.</em></p><p> </p><p>The closer D&D comes to becoming a single balanced by the rules pre-packaged experience the more meaningful contribution of the players' imagination gets shoehorned out. </p><p> </p><p></p><p> </p><p>So the rules get heavier and heavier with endless updates and revisions that get shoveled to off to the DM instead. The level of burden is largely the same only instead of the satisfaction of learning to become better at making rulings the poor DM is merely exhausted implementing the patches someone else thought of while being drained financially in the process.</p><p> </p><p>This is the type of progress that is aimed at churning out a more mindless consumer and not a better DM.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5316017, member: 66434"] I would say rather that you are presuming a DM that wants to learn to become a good one. Like many hobby activities, one grows in ability with time and practice. Games that claim you can be a great DM right out of the gate based purely on the product alone are selling snake oil. All games must do this to some degree. The designers must presume that potential players will like what they see enough to want to play the game. I hear the terms 'complete system' and 'incomplete system' thrown around quite a bit. I don't consider a game that lists creative and imaginative participants as required components for play to be incomplete simply because rules elements that make these traits unnecessary are not included. Who determines that a given table sucks? A group could be playing and having fun for many years blissfully unaware that they do in fact suck because they don't play D&D the way some other yahoo plays it. The original intent of the game was for the people playing to unlock their own imaginations and create a game together that doesn't suck [I]for them.[/I] The closer D&D comes to becoming a single balanced by the rules pre-packaged experience the more meaningful contribution of the players' imagination gets shoehorned out. So the rules get heavier and heavier with endless updates and revisions that get shoveled to off to the DM instead. The level of burden is largely the same only instead of the satisfaction of learning to become better at making rulings the poor DM is merely exhausted implementing the patches someone else thought of while being drained financially in the process. This is the type of progress that is aimed at churning out a more mindless consumer and not a better DM. [/QUOTE]
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