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General Tabletop Discussion
*Dungeons & Dragons
Rant: Sometimes I Hate the D&D Community
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<blockquote data-quote="FrozenNorth" data-source="post: 8696033" data-attributes="member: 7020832"><p>I love 5e! It is an edition that generally works as intended, and that can be fairly easily tuned to reflect individual group’s preferences.</p><p></p><p>People complain about vague rules and “rulings not rules” ethos, but highly detailed technically written rules are just not engaging to many new players, and increase the learning curve when starting the game.</p><p></p><p>If the goal of your system is to be broadly acceptable to the fans of each of the wildly different playstyles, of course it’s not going to be anyone’s favorite. You just can’t square the circle between:</p><ul> <li data-xf-list-type="ul">low-magic game where several members of the party don’t have magic items and parties where everyone has +3 swords and +3 armor;</li> <li data-xf-list-type="ul">games in which supplies, shelter and water is handwaved and games where Goodberry breaks the campaign;</li> <li data-xf-list-type="ul">games where the most optimized character(s) have a 16 in their main stat, and a game where the DM has to be creative to challenge the players because each character is optimized to the fullest.</li> <li data-xf-list-type="ul">games where “rule of cool” consistently supersedes mechanics and games and games where RAW is adhered to even if it doesn’t make narrative sense;</li> <li data-xf-list-type="ul">games in which the most-proactive character is the one who decides to go to a shop to buy some flasks of oil before entering the dungeon and groups where the least pro-active character is running a thieves’ guild that provides him information about the city.</li> </ul><p></p><p>I admit that I find it a bit frustrating when people argue that highly technical interpretations of the rules need to be clarified, when such clarifications would make reading the PHB more cumbersome, and address an issue that matters to a minority of players.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8696033, member: 7020832"] I love 5e! It is an edition that generally works as intended, and that can be fairly easily tuned to reflect individual group’s preferences. People complain about vague rules and “rulings not rules” ethos, but highly detailed technically written rules are just not engaging to many new players, and increase the learning curve when starting the game. If the goal of your system is to be broadly acceptable to the fans of each of the wildly different playstyles, of course it’s not going to be anyone’s favorite. You just can’t square the circle between: [LIST] [*]low-magic game where several members of the party don’t have magic items and parties where everyone has +3 swords and +3 armor; [*]games in which supplies, shelter and water is handwaved and games where Goodberry breaks the campaign; [*]games where the most optimized character(s) have a 16 in their main stat, and a game where the DM has to be creative to challenge the players because each character is optimized to the fullest. [*]games where “rule of cool” consistently supersedes mechanics and games and games where RAW is adhered to even if it doesn’t make narrative sense; [*]games in which the most-proactive character is the one who decides to go to a shop to buy some flasks of oil before entering the dungeon and groups where the least pro-active character is running a thieves’ guild that provides him information about the city. [/LIST] I admit that I find it a bit frustrating when people argue that highly technical interpretations of the rules need to be clarified, when such clarifications would make reading the PHB more cumbersome, and address an issue that matters to a minority of players. [/QUOTE]
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