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The New Design Philosophy?
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<blockquote data-quote="I'm A Banana" data-source="post: 2971839" data-attributes="member: 2067"><p>Those specific options help me to better understand what kinds of power the PC's have available. If someone wants to make a similar spell to allow "disrobe" or "fly" or etc., I now have some rules to judge at what power level it could be. I have the rules for designing new spells to use, and I have a player who likes a specific effect enough to make a spell around it -- this makes sure the creativity of my team fits the game in a manner that doesn't make it too powerful. </p><p></p><p>I have many options for adding more options if I want them. Rule 0, New Spells, etc. And if I don't want them, I don't have to worry about how some dragon is going to interpret "fly" if he fails his save against Command. </p><p></p><p></p><p></p><p>As a player, I don't think like that, either. My players have never managed copper or silver pieces, arrows, food, or encumbrance because none of that is very exciting or adventurous, and it annoys me to do so. </p><p></p><p>I see my JOB as a DM as having fun running the game. If I have to do little detailed obnoxious work, I may as well just go play a videogame that'll do it all for me. And now that I can play it over the internet with my friends, what does D&D have to offer?</p><p></p><p></p><p></p><p>But the 1e rules were poor rules because they forced you to do that. They made a bad game. You can have fun with a bad game, but more people can usually have more fun with a good one. </p><p></p><p>The 3e rules are good rules because they give you a standard way to do that, and tell you that you can tweak it (and, in many cases, tell you what the effect of tweaking it will be). You can still use the good house rules you had, but now your way isn't the only way you know of, you can choose between two competing systems, allowing the one that's most fun for you to flourish.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2971839, member: 2067"] Those specific options help me to better understand what kinds of power the PC's have available. If someone wants to make a similar spell to allow "disrobe" or "fly" or etc., I now have some rules to judge at what power level it could be. I have the rules for designing new spells to use, and I have a player who likes a specific effect enough to make a spell around it -- this makes sure the creativity of my team fits the game in a manner that doesn't make it too powerful. I have many options for adding more options if I want them. Rule 0, New Spells, etc. And if I don't want them, I don't have to worry about how some dragon is going to interpret "fly" if he fails his save against Command. As a player, I don't think like that, either. My players have never managed copper or silver pieces, arrows, food, or encumbrance because none of that is very exciting or adventurous, and it annoys me to do so. I see my JOB as a DM as having fun running the game. If I have to do little detailed obnoxious work, I may as well just go play a videogame that'll do it all for me. And now that I can play it over the internet with my friends, what does D&D have to offer? But the 1e rules were poor rules because they forced you to do that. They made a bad game. You can have fun with a bad game, but more people can usually have more fun with a good one. The 3e rules are good rules because they give you a standard way to do that, and tell you that you can tweak it (and, in many cases, tell you what the effect of tweaking it will be). You can still use the good house rules you had, but now your way isn't the only way you know of, you can choose between two competing systems, allowing the one that's most fun for you to flourish. [/QUOTE]
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