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General Tabletop Discussion
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The New Design Philosophy?
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<blockquote data-quote="Geron Raveneye" data-source="post: 2981255" data-attributes="member: 2268"><p>That again points in the direction of either adding a lot of handholding and warning labels to the more complex matters in D&D to the core rules, in order to keep new gamers from getting too confused (which would be in order for more parts than just the "oddball monsters" in the MM, in my opinion), or creating a "basic" game that is still essentially D&D, just with most of the more complex and potentially confusing things cut out and left for the "advanced" version of the game. Weird, I have this déjà vu coming on... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>Alternatively, we have two examples of how to make two oddball monsters more conform with a focussed rules mentality (even though it still escapes me how adding more bookkeeping and adding an even more weird effect than metal rusting away immediately (i.e. "healing rust damage") can be "simplifying" the rust monster for newbies, for example <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> ), which is obviously lauded by those who would like those two monsters focus more on combat versatility, and discarded by those who see the original flair of the monsters in question being drained away.</p><p></p><p>I for my part would prefer the "basic game" strategy being used to better effect. I can live with warning labels and better decription of the "Behind the Rules" mindsets, too. I don't want to see everything streamlined down to "CR-adjudicated combat encounters with classes/templates tacked on for versatility", as I have enough work statting up important NPCs already..I don't need more work having to do so with monsters, too. Additionally, I believe new gamers will have it easier with monsters coming out of the MM complete with ALL abilities they could have, instead of monster do-it-yourself-kits with assembling instructions on how to modify them for taste.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2981255, member: 2268"] That again points in the direction of either adding a lot of handholding and warning labels to the more complex matters in D&D to the core rules, in order to keep new gamers from getting too confused (which would be in order for more parts than just the "oddball monsters" in the MM, in my opinion), or creating a "basic" game that is still essentially D&D, just with most of the more complex and potentially confusing things cut out and left for the "advanced" version of the game. Weird, I have this déjà vu coming on... :confused: Alternatively, we have two examples of how to make two oddball monsters more conform with a focussed rules mentality (even though it still escapes me how adding more bookkeeping and adding an even more weird effect than metal rusting away immediately (i.e. "healing rust damage") can be "simplifying" the rust monster for newbies, for example :confused: ), which is obviously lauded by those who would like those two monsters focus more on combat versatility, and discarded by those who see the original flair of the monsters in question being drained away. I for my part would prefer the "basic game" strategy being used to better effect. I can live with warning labels and better decription of the "Behind the Rules" mindsets, too. I don't want to see everything streamlined down to "CR-adjudicated combat encounters with classes/templates tacked on for versatility", as I have enough work statting up important NPCs already..I don't need more work having to do so with monsters, too. Additionally, I believe new gamers will have it easier with monsters coming out of the MM complete with ALL abilities they could have, instead of monster do-it-yourself-kits with assembling instructions on how to modify them for taste. [/QUOTE]
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