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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Stalker0" data-source="post: 9040414" data-attributes="member: 5889"><p>One thing I do echo on the rules front, is I think at this point, the designers of dnd have enough samples and players polls that they should have a pretty solid understanding of some of the "core elements" of dnd. And for those areas that are very common across a number of tables....I think its worth investing time in strong rules.</p><p></p><p>Take the evening watch as an example. The classic party is going to sleep, and needs to setup a watch. How many watches are needed, who should go when, etc. Do the awake players have to roll to stay awake, what does the ambush look like, how quickly can the guard rouse the other players when they see danger, etc. You see it a dozen times across a dozen tables, so many groups have their own version of this. To me it makes sense to have some rules (or at least some guidelines) to provide a good solid experience. And of course some tables will ignore that rule (as is the nature of dnd), but I think those areas are ones that really should get some solid codification.</p><p></p><p>And there are a number of these:</p><ul> <li data-xf-list-type="ul">Stealth</li> <li data-xf-list-type="ul">Finding Traps</li> <li data-xf-list-type="ul">The group having to get over a large chasm</li> <li data-xf-list-type="ul">The group searching a room for treasure and secret doors.</li> <li data-xf-list-type="ul">The group chasing after someone</li> </ul><p>etc</p><p></p><p>There are many "common" dnd experiences that so many of us share, and it would be good to put some solid rules and/or guidelines around them. But beyond that, I don't expect the rules to outline every possible answer, 3e went too far in this approach and it paid the price. I think 5e's more rulings based design is superior in the long run, and would wish for it to remain.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9040414, member: 5889"] One thing I do echo on the rules front, is I think at this point, the designers of dnd have enough samples and players polls that they should have a pretty solid understanding of some of the "core elements" of dnd. And for those areas that are very common across a number of tables....I think its worth investing time in strong rules. Take the evening watch as an example. The classic party is going to sleep, and needs to setup a watch. How many watches are needed, who should go when, etc. Do the awake players have to roll to stay awake, what does the ambush look like, how quickly can the guard rouse the other players when they see danger, etc. You see it a dozen times across a dozen tables, so many groups have their own version of this. To me it makes sense to have some rules (or at least some guidelines) to provide a good solid experience. And of course some tables will ignore that rule (as is the nature of dnd), but I think those areas are ones that really should get some solid codification. And there are a number of these: [LIST] [*]Stealth [*]Finding Traps [*]The group having to get over a large chasm [*]The group searching a room for treasure and secret doors. [*]The group chasing after someone [/LIST] etc There are many "common" dnd experiences that so many of us share, and it would be good to put some solid rules and/or guidelines around them. But beyond that, I don't expect the rules to outline every possible answer, 3e went too far in this approach and it paid the price. I think 5e's more rulings based design is superior in the long run, and would wish for it to remain. [/QUOTE]
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