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Sorry - I think the point was missed...
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<blockquote data-quote="Joshua Randall" data-source="post: 2400899" data-attributes="member: 7737"><p>Ryan, count me as one of the people who find your input fascinating and hope that it will continue, despite the naysayers here who seem to be able to do nothing but spit vitriol.</p><p></p><p>And to all you naysayers -- go visit d20sucks.com or even RyanDsucks.com, where you can cheerfully bash the system and the person who helped design it.</p><p></p><p>Now back to the discussion, I would like to follow up on the earlier points that while D&D has certainly succeeded in making the rules more transparent to the players -- thereby increasing the players' ability to do cool, fun stuff (whether it's outrageous combat maneuvers or audacious skill checks) -- the game could do more to alleviate the rules burden on the DM. Note, I am not talking about prep time; I am talking about running the adventures.</p><p></p><p>What could the rules themselves do to make the DM's job easier? Or is this not something the rules can be bent to, but rather something dependent upon various DM aids such as pre-gen'd NPCs, complete tactics for monsters (as was attempted in the 3.5 version of the MM), or the use of a computer at the game table.</p><p></p><p>Personally, as a long-time D&D'er (since the Basic Set Red Box days -- [sarcasm] hopefully this adequately establishes my credentials in the eyes of the grognards here [/sarcasm]), I find the current edition of the rules makes the DM's job much, much easier. By having transparent rules, all based on the same core mechanic, the DM can intuitively sense how to resolve something even if he doesn't remember the exact rule. E.g., even if I don't remember exactly how the sunder rule works, I can be pretty sure it involves either an attack roll or an opposed check -- both of which, of course, are d20 + modifiers.</p><p></p><p>By a similar token, in the rare cases where the core rules do not cover something the players want to attempt, the DM can easily apply the core mechanic by setting a DC and calling for a d20 (+ modifiers) roll. This, to me, makes 3e worth its price all by itself.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 2400899, member: 7737"] Ryan, count me as one of the people who find your input fascinating and hope that it will continue, despite the naysayers here who seem to be able to do nothing but spit vitriol. And to all you naysayers -- go visit d20sucks.com or even RyanDsucks.com, where you can cheerfully bash the system and the person who helped design it. Now back to the discussion, I would like to follow up on the earlier points that while D&D has certainly succeeded in making the rules more transparent to the players -- thereby increasing the players' ability to do cool, fun stuff (whether it's outrageous combat maneuvers or audacious skill checks) -- the game could do more to alleviate the rules burden on the DM. Note, I am not talking about prep time; I am talking about running the adventures. What could the rules themselves do to make the DM's job easier? Or is this not something the rules can be bent to, but rather something dependent upon various DM aids such as pre-gen'd NPCs, complete tactics for monsters (as was attempted in the 3.5 version of the MM), or the use of a computer at the game table. Personally, as a long-time D&D'er (since the Basic Set Red Box days -- [sarcasm] hopefully this adequately establishes my credentials in the eyes of the grognards here [/sarcasm]), I find the current edition of the rules makes the DM's job much, much easier. By having transparent rules, all based on the same core mechanic, the DM can intuitively sense how to resolve something even if he doesn't remember the exact rule. E.g., even if I don't remember exactly how the sunder rule works, I can be pretty sure it involves either an attack roll or an opposed check -- both of which, of course, are d20 + modifiers. By a similar token, in the rare cases where the core rules do not cover something the players want to attempt, the DM can easily apply the core mechanic by setting a DC and calling for a d20 (+ modifiers) roll. This, to me, makes 3e worth its price all by itself. [/QUOTE]
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