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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="Hussar" data-source="post: 5463331" data-attributes="member: 22779"><p>I know what you're getting at here, but, I'm not sure how much you can mechanically add to the system to cover "meaningful" player input. How can you quantify that to the point where you can add it to the mechanics?</p><p></p><p>In earlier editions, there were few mechanics at all to cover this sort of thing, so it was all about the player input and the DM adjudicating its effectiveness. In the hands of a good DM, that's all you really need. You don't need a mechanical system and no mechanical system is going to equal a good DM.</p><p></p><p>However, that's the rub. How many good DM's are there out there? Depends on who you ask. I imagine a fair number of gamers were turned off the hobby by poor DM's who used the lack of mechanics to ride roughshod over the players.</p><p></p><p>So, you swing it the other way. Take the DM largely out of the equation. Your success or failure is in the hands of the players and the mechanics. Which in turn results in rather bland, stilted situations where you need X successes over Y failures. </p><p></p><p>There's advantages and disadvantages to both approaches obviously.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5463331, member: 22779"] I know what you're getting at here, but, I'm not sure how much you can mechanically add to the system to cover "meaningful" player input. How can you quantify that to the point where you can add it to the mechanics? In earlier editions, there were few mechanics at all to cover this sort of thing, so it was all about the player input and the DM adjudicating its effectiveness. In the hands of a good DM, that's all you really need. You don't need a mechanical system and no mechanical system is going to equal a good DM. However, that's the rub. How many good DM's are there out there? Depends on who you ask. I imagine a fair number of gamers were turned off the hobby by poor DM's who used the lack of mechanics to ride roughshod over the players. So, you swing it the other way. Take the DM largely out of the equation. Your success or failure is in the hands of the players and the mechanics. Which in turn results in rather bland, stilted situations where you need X successes over Y failures. There's advantages and disadvantages to both approaches obviously. [/QUOTE]
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