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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The reasons to keep the rules 1e
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<blockquote data-quote="Mistwell" data-source="post: 2636536" data-attributes="member: 2525"><p>The reason you didn't know what was "behind the door", is because back in D&D 1e most players ONLY had a players handbook. Much of the reason for that was the way the rules were done. The DMG had a warning, repeated on the cover and inside. The organization of the DMG was so archaic that only a DM would bother to try and pour through what was in it. The monster manual had cool pictures, but it too didn't make a lot of sense without knowledge of what was in the DMG (which, as I said, players didn't generally have access to or the patience to try and figure it out).</p><p></p><p>In other words, 1e was made in such a way that it had built-in discouragements for players to easily seek out spoiler information about what could be behind a door, or how challenges mechanically worked.</p><p></p><p>In 3e, you don't have as much of an issue with that. The DMG is a valuable tool for the DM, but if you know your player's handbook you actually know already how your challenges mechanically function (as it functions almost exactly like a character or things a character can make). You are never discouraged from understanding the underlying mechanical system being used to operate the challenges the DM will throw at you - indeed, you are kinda encouraged to get a good grasp of that portion of the rules with the Player's Handbook. Nor are you nearly as discouraged from reading the DMG, Monster Manual, or expansions (which are often meant for DMs but marketed to players because that is where the money is at).</p></blockquote><p></p>
[QUOTE="Mistwell, post: 2636536, member: 2525"] The reason you didn't know what was "behind the door", is because back in D&D 1e most players ONLY had a players handbook. Much of the reason for that was the way the rules were done. The DMG had a warning, repeated on the cover and inside. The organization of the DMG was so archaic that only a DM would bother to try and pour through what was in it. The monster manual had cool pictures, but it too didn't make a lot of sense without knowledge of what was in the DMG (which, as I said, players didn't generally have access to or the patience to try and figure it out). In other words, 1e was made in such a way that it had built-in discouragements for players to easily seek out spoiler information about what could be behind a door, or how challenges mechanically worked. In 3e, you don't have as much of an issue with that. The DMG is a valuable tool for the DM, but if you know your player's handbook you actually know already how your challenges mechanically function (as it functions almost exactly like a character or things a character can make). You are never discouraged from understanding the underlying mechanical system being used to operate the challenges the DM will throw at you - indeed, you are kinda encouraged to get a good grasp of that portion of the rules with the Player's Handbook. Nor are you nearly as discouraged from reading the DMG, Monster Manual, or expansions (which are often meant for DMs but marketed to players because that is where the money is at). [/QUOTE]
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The reasons to keep the rules 1e
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