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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1429268" data-attributes="member: 6398"><p>Oh, I agree that this is more helpful to the new GM (and new players overall). However, this also hits the crux of the problem dead-on. D&D, by default, is intended to provide simplicity. The rules are clearly defined. Character power vs Challenge risk vs Rewards and Gains. Having them clearly defined for the benefit of new players is a great advantage of d20 over the previous editions.</p><p> </p><p>However, for experienced players, another issue arises: You either like the results of the default conditions or you don't. If you like it, the new rules are perfect both in presentation and balance. If, however, you don't, then changing it is very much a necessity, which is why I view D&D as an <em>specific example</em> of d20 in action rather being a model of how d20 is supposed to be: It assumes specific base classes and specific magic rules and specific level-to-wealth ratios. Changing the classes, the magic rules, and the level-to-wealth ratios creates a distinctly different environment. In this manner, a new environment is born from the system that will have a specific flavor, tone, and feel without having to use one-up-manship or GM's fiat (via divine interference or other methods) during game play to occomplish. Or, to put it simply, to establish a rules set that supports the environment rather than manipulating the "default" rules set at the table and hoping it turns out right.</p><p> </p><p>Where the Item Creation Rules fail, in my opinion, isn't that the rules went from vague suggestions to crystal clarity, but rather went from difficult and rare to easy and common. Making them <em>somewhat</em> easier wouldn't have phased me so much, but the difference has a real "baby with the bathwater" feel to it.</p><p> </p><p>As for special components for magic items, it is in the DMG as a variant, although I do suggest anyone interested in that element should dig up the old 2E material related to it (particularly an entire chapter in <em>Spells & Magic</em> that is just excellent). The DMG variant is but a minimum description, and the ideas presented in the older material flesh-out the variant nicely and easily snaps into the current Item Creation System (i.e. reduces the potential rate of item creation without actually changing the rules regarding creation).</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1429268, member: 6398"] Oh, I agree that this is more helpful to the new GM (and new players overall). However, this also hits the crux of the problem dead-on. D&D, by default, is intended to provide simplicity. The rules are clearly defined. Character power vs Challenge risk vs Rewards and Gains. Having them clearly defined for the benefit of new players is a great advantage of d20 over the previous editions. However, for experienced players, another issue arises: You either like the results of the default conditions or you don't. If you like it, the new rules are perfect both in presentation and balance. If, however, you don't, then changing it is very much a necessity, which is why I view D&D as an [i]specific example[/i] of d20 in action rather being a model of how d20 is supposed to be: It assumes specific base classes and specific magic rules and specific level-to-wealth ratios. Changing the classes, the magic rules, and the level-to-wealth ratios creates a distinctly different environment. In this manner, a new environment is born from the system that will have a specific flavor, tone, and feel without having to use one-up-manship or GM's fiat (via divine interference or other methods) during game play to occomplish. Or, to put it simply, to establish a rules set that supports the environment rather than manipulating the "default" rules set at the table and hoping it turns out right. Where the Item Creation Rules fail, in my opinion, isn't that the rules went from vague suggestions to crystal clarity, but rather went from difficult and rare to easy and common. Making them [i]somewhat[/i] easier wouldn't have phased me so much, but the difference has a real "baby with the bathwater" feel to it. As for special components for magic items, it is in the DMG as a variant, although I do suggest anyone interested in that element should dig up the old 2E material related to it (particularly an entire chapter in [i]Spells & Magic[/i] that is just excellent). The DMG variant is but a minimum description, and the ideas presented in the older material flesh-out the variant nicely and easily snaps into the current Item Creation System (i.e. reduces the potential rate of item creation without actually changing the rules regarding creation). [/QUOTE]
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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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