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The rules should serve the game, not vice-versa
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<blockquote data-quote="Snoweel" data-source="post: 1533293" data-attributes="member: 4453"><p>Thanx d00d.</p><p></p><p></p><p></p><p>No dude, I understand it and have always agreed (and still do) like I said in my initial post.</p><p></p><p>But like others have alluded to, it can be taken to mean different things, which I realised when I had my epiphany. My thinking was "Maybe I can be more decisive in my creativity if I try to keep to the core rules as written when designing my homebrew" which led to me thinking "Wow, that'll be kinda like letting the game serve the rules. I've gotta share this with ENWorld!"</p><p></p><p>And your .sig is still my own mantra because I am still thoroughly unable to use the core rules as written, and on top of that, I've always been a rules-lite kinda DM.</p><p></p><p></p><p></p><p>Yes it is! And low magic is better than high magic. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>My first group after the release of 3.0 consisted mostly of girls - my wife and her friend, and two of my mates and their girlfriends/fiances/tickets to residency.</p><p></p><p>Anyway, all were n00bs except one of the guys who had played M:tA back in Spain.</p><p></p><p>So with me being rules-lite and nearly everybody being n00bs, we played a fairly rules-lite style with minimal combat and a lot of exploring and problem-solving.</p><p></p><p>However, the guy who had never played before bought his own PHB (in English though it was his second language) and made this super-optimal human fighter. Now, I've been a gamer for years and I've never really been able to turn min-maxing into an artform so this guy must've really made an effort and he was obviously disappointed that the party didn't get into more fights.</p><p></p><p>But thankfully he was a true gentleman and never complained. Because I think I would have had trouble challenging him tactically. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p></p><p></p><p></p><p>I gotta disagree with you d00d. Vehemently.</p><p></p><p>How did the PCs even <strong>know</strong> what class the NPC was? Secondly, how did they know how many ranks of Spot he had? These are all metagame concepts.</p><p></p><p>Thirdly, what's stopping the DM from making an NPC class which is basically the fighter with Spot as a class skill and some negative to balance. How about a negative that makes the class unbalanced (ie. weaker than a regular fighter) such that PCs won't want to take the class?</p><p></p><p>The DMG gives plenty of hints on tweaking the core classes.</p></blockquote><p></p>
[QUOTE="Snoweel, post: 1533293, member: 4453"] Thanx d00d. No dude, I understand it and have always agreed (and still do) like I said in my initial post. But like others have alluded to, it can be taken to mean different things, which I realised when I had my epiphany. My thinking was "Maybe I can be more decisive in my creativity if I try to keep to the core rules as written when designing my homebrew" which led to me thinking "Wow, that'll be kinda like letting the game serve the rules. I've gotta share this with ENWorld!" And your .sig is still my own mantra because I am still thoroughly unable to use the core rules as written, and on top of that, I've always been a rules-lite kinda DM. Yes it is! And low magic is better than high magic. :p My first group after the release of 3.0 consisted mostly of girls - my wife and her friend, and two of my mates and their girlfriends/fiances/tickets to residency. Anyway, all were n00bs except one of the guys who had played M:tA back in Spain. So with me being rules-lite and nearly everybody being n00bs, we played a fairly rules-lite style with minimal combat and a lot of exploring and problem-solving. However, the guy who had never played before bought his own PHB (in English though it was his second language) and made this super-optimal human fighter. Now, I've been a gamer for years and I've never really been able to turn min-maxing into an artform so this guy must've really made an effort and he was obviously disappointed that the party didn't get into more fights. But thankfully he was a true gentleman and never complained. Because I think I would have had trouble challenging him tactically. :o I gotta disagree with you d00d. Vehemently. How did the PCs even [b]know[/b] what class the NPC was? Secondly, how did they know how many ranks of Spot he had? These are all metagame concepts. Thirdly, what's stopping the DM from making an NPC class which is basically the fighter with Spot as a class skill and some negative to balance. How about a negative that makes the class unbalanced (ie. weaker than a regular fighter) such that PCs won't want to take the class? The DMG gives plenty of hints on tweaking the core classes. [/QUOTE]
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