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<blockquote data-quote="BSF" data-source="post: 1947894" data-attributes="member: 13098"><p>Sorry man, I run one game and play in another. Between posts, logs, and minimal game prep, I don't have much more time to join a game. </p><p></p><p></p><p></p><p>This is an interesting question. I really think the game has improved with each revision. I don't necessarily want more realistic, I want the game to be better playable. </p><p></p><p>I like the depth of detail that you can get into when creating a character. I appreciate the subtleties of tweaking a character build to accomodate unusual development. I do a pretty decent job juggling variables during combat and I am able to resolve my actions reasonably quickly. I am able to do the same with most of the NPCs when I DM. </p><p></p><p>But that isn't for everyone. Not everyone enjoys the same things I do.</p><p></p><p>I enjoy the HERO system and I used to be able to build decent characters straight out of my head. So keep in mind that I have that sort of mentality. The bookkeeping is one of the things that puts people off HERO. With a modular, open-ended system, you have a lot of options. That being said, I think DnD could stand to take a little more from the HERO system, but not in the bookkeeping aspects. One of the things HERO does well is label problematic powers and present reasons why you might want to exclude them from your game. I would like to see books like the DMG go through the process of helping DMs understand how to adjust the power level of their campaigns. Label potentially problematic spells and powers and teach the DM how to decide what belongs in their games. </p><p></p><p>DnD still needs a very solid resource to help budding DMs improve rapidly. We need a DM fast track plan. The advantage to that groundwork is that experienced DMs would also be able to quickly peruse the guidelines and warnings and put together a campaign that suits their campaigns. </p><p></p><p>Maybe the new DMGII will have some of this and can fill that niche. We will see.</p><p></p><p>As for what was better about previous editions, that is a difficult question for me. The simplicity and open-endedness was nice because it could keep things moving fast. But the codified rules in current editions keep rules interpretation bickering down. (Or maybe the gamers I game with are less likely to devolve into bickering?) It is hard for me to really say what was better because it is difficult to take off the glasses of nostalgia.</p></blockquote><p></p>
[QUOTE="BSF, post: 1947894, member: 13098"] Sorry man, I run one game and play in another. Between posts, logs, and minimal game prep, I don't have much more time to join a game. This is an interesting question. I really think the game has improved with each revision. I don't necessarily want more realistic, I want the game to be better playable. I like the depth of detail that you can get into when creating a character. I appreciate the subtleties of tweaking a character build to accomodate unusual development. I do a pretty decent job juggling variables during combat and I am able to resolve my actions reasonably quickly. I am able to do the same with most of the NPCs when I DM. But that isn't for everyone. Not everyone enjoys the same things I do. I enjoy the HERO system and I used to be able to build decent characters straight out of my head. So keep in mind that I have that sort of mentality. The bookkeeping is one of the things that puts people off HERO. With a modular, open-ended system, you have a lot of options. That being said, I think DnD could stand to take a little more from the HERO system, but not in the bookkeeping aspects. One of the things HERO does well is label problematic powers and present reasons why you might want to exclude them from your game. I would like to see books like the DMG go through the process of helping DMs understand how to adjust the power level of their campaigns. Label potentially problematic spells and powers and teach the DM how to decide what belongs in their games. DnD still needs a very solid resource to help budding DMs improve rapidly. We need a DM fast track plan. The advantage to that groundwork is that experienced DMs would also be able to quickly peruse the guidelines and warnings and put together a campaign that suits their campaigns. Maybe the new DMGII will have some of this and can fill that niche. We will see. As for what was better about previous editions, that is a difficult question for me. The simplicity and open-endedness was nice because it could keep things moving fast. But the codified rules in current editions keep rules interpretation bickering down. (Or maybe the gamers I game with are less likely to devolve into bickering?) It is hard for me to really say what was better because it is difficult to take off the glasses of nostalgia. [/QUOTE]
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