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The Knock On effect and Complexity Complaints
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<blockquote data-quote="BSF" data-source="post: 3103514" data-attributes="member: 13098"><p>Well really, this thread is not the appropriate place to delve into the answer. However, there have been multiple threads on removing AOO from D&D on the forums. There is no reason why you couldn't start another one. I, for one, could provide plenty of anecdotal evidence of games I have played in where miniatures were not used, movement was more cinematic, AOOs didn't exist and how I made use of the scout class in said environment. I could further eleborate on how these changes were more a process of the DM not being strongly versed in such aspects of the game and just chose not to use them. It isn't really playtested experience and I am not convinced that it needs to be. </p><p></p><p>In the end, we are just playing a game suited for our own groups. The current ruleset is pretty well documented and codified. Enough so that I feel much more confident as an amateur designer when I shift things around. I integrate rules from multiple third party sources. I design house rules with the input of my players. Sometimes we don't realize the full impact of a particular change until after we have found a particularly interesting interaction. </p><p></p><p>In my last campaign we changed the following in codified ways:</p><p>Death & Dying rules</p><p>Coming back from the dead</p><p>Metamagic</p><p>Item Creation</p><p>Earned Exp</p><p>Included Action Points </p><p>Integrated Bad Axe Games' Mythic Heroes archetypes</p><p></p><p>Because of my GMing style, my players are also generally aware that treasure awards are likely to be less than by the book expectations. They trust that I understand the impact to the CR system. </p><p></p><p>We also introduced the Psychic system from the Psychic's Handbook, the magic system from Elements of Magic - Revised, a tone of third party classes and spells, etc. </p><p></p><p>Obviously in my personal experience I don't see huge issues with changing the system. Though I would dare say these are all relatively minor adjustments. Taken in context though, it is a different game system.</p><p></p><p>I think one of the problems is that the ruleset is codified and documented to the degree that everyone is empowered to evaluate such changes. So when a DM decides to change something, a player is better able to contribute to that discussion. Even if the DM was not looking to have the discussion with the players, the players are able to point out possible flaws to a given change. This does feel like a change from previous editions. It presents challenges when a DM decides to no longer play with AOO and one of the PCs has combat reflexes. It presents challenges when the DM is running a low magic game and decides to throw high DR creatures at the party. It presents challenges to GM fiat. But that isn't necessarily a bad thing. It also encourages more discussion so the group can decide what style of game they want to play. Discussion and trust around the table are rarely a bad thing when it leads to more fun for everyone.</p></blockquote><p></p>
[QUOTE="BSF, post: 3103514, member: 13098"] Well really, this thread is not the appropriate place to delve into the answer. However, there have been multiple threads on removing AOO from D&D on the forums. There is no reason why you couldn't start another one. I, for one, could provide plenty of anecdotal evidence of games I have played in where miniatures were not used, movement was more cinematic, AOOs didn't exist and how I made use of the scout class in said environment. I could further eleborate on how these changes were more a process of the DM not being strongly versed in such aspects of the game and just chose not to use them. It isn't really playtested experience and I am not convinced that it needs to be. In the end, we are just playing a game suited for our own groups. The current ruleset is pretty well documented and codified. Enough so that I feel much more confident as an amateur designer when I shift things around. I integrate rules from multiple third party sources. I design house rules with the input of my players. Sometimes we don't realize the full impact of a particular change until after we have found a particularly interesting interaction. In my last campaign we changed the following in codified ways: Death & Dying rules Coming back from the dead Metamagic Item Creation Earned Exp Included Action Points Integrated Bad Axe Games' Mythic Heroes archetypes Because of my GMing style, my players are also generally aware that treasure awards are likely to be less than by the book expectations. They trust that I understand the impact to the CR system. We also introduced the Psychic system from the Psychic's Handbook, the magic system from Elements of Magic - Revised, a tone of third party classes and spells, etc. Obviously in my personal experience I don't see huge issues with changing the system. Though I would dare say these are all relatively minor adjustments. Taken in context though, it is a different game system. I think one of the problems is that the ruleset is codified and documented to the degree that everyone is empowered to evaluate such changes. So when a DM decides to change something, a player is better able to contribute to that discussion. Even if the DM was not looking to have the discussion with the players, the players are able to point out possible flaws to a given change. This does feel like a change from previous editions. It presents challenges when a DM decides to no longer play with AOO and one of the PCs has combat reflexes. It presents challenges when the DM is running a low magic game and decides to throw high DR creatures at the party. It presents challenges to GM fiat. But that isn't necessarily a bad thing. It also encourages more discussion so the group can decide what style of game they want to play. Discussion and trust around the table are rarely a bad thing when it leads to more fun for everyone. [/QUOTE]
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