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General Tabletop Discussion
*TTRPGs General
The Knock On effect and Complexity Complaints
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<blockquote data-quote="Kid Charlemagne" data-source="post: 3101362" data-attributes="member: 93"><p>I think it's easier to come up with new rules within the framework of d20 than with prior systems. You have to be aware of the law of unintended consequences (nerfing magic and then wondering why the fighters take over, for example), but if you act sensibly, it can work.</p><p></p><p>On the complexity front, the game is as complex as you let it be. There are a hundred shortcuts you can use to make things go easier as DM. Electronic tools, shortcuts, sample statblocks, etc. I don't need to know all the rules - I just need to know the rules I use in my game. This is a lot easier for the 40-year-old me than it would have been for the 20-year-old me, to be fair.</p><p></p><p>Combining the two elements of the OP, d20 is such a toolbox that you can more easily and quickly take elements out of various sources and create a totally new, and interesting non-core version of D&D.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 3101362, member: 93"] I think it's easier to come up with new rules within the framework of d20 than with prior systems. You have to be aware of the law of unintended consequences (nerfing magic and then wondering why the fighters take over, for example), but if you act sensibly, it can work. On the complexity front, the game is as complex as you let it be. There are a hundred shortcuts you can use to make things go easier as DM. Electronic tools, shortcuts, sample statblocks, etc. I don't need to know all the rules - I just need to know the rules I use in my game. This is a lot easier for the 40-year-old me than it would have been for the 20-year-old me, to be fair. Combining the two elements of the OP, d20 is such a toolbox that you can more easily and quickly take elements out of various sources and create a totally new, and interesting non-core version of D&D. [/QUOTE]
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