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General Tabletop Discussion
*TTRPGs General
The rules should serve the game, not vice-versa
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<blockquote data-quote="milotha" data-source="post: 1535931" data-attributes="member: 17122"><p>I agree with you. I prefered the game when it was simpler.</p><p></p><p>I've always felt that more rules do not necessarily equate with more fun. I find that the more rules a system has, the more time we spend digging through the book in and out of game play to find rules. This isn't fun for anyone, as I'd prefer to be role playing, designing characters, adventures, and cool NPCs.</p><p></p><p>The problem with the current system is:</p><p></p><p>1) They attempted to integrate all the rules. If you don't like one rule, then changing it often results in a cascade of changes. (Ex:If you don't like the current item creation feats, but you feel you need to give something to the wizards to balance them out, now you've got a ton of work to rewrite them. )Then you have to spend time communicating these changes to the players. I know that showing up to a game and being handed another book of house rules can be frustrating. </p><p></p><p>2) Some of the rules don't seem to have been well play tested or balanced. They just seem to be page filler. Or worse yet, you feel that they way the game was balanced isn't the way that you like to play. I currently feel that the game is heavily balanced towards fighters and combat clerics right now, but most of my players prefer to play wizards, rogues, and noncombat clerics.</p><p></p><p>3) With every expansion, every new book, you have to keep up with the GM. I've played under several GMs that kept bringing in new material mid campaign. Suddenly, there are new feats and new skills demanded of the players. GM: Make a roll against new skill X to do Y in the campaign. Player: What's skill X? How can I spend ranks in something I didn't know existed a few minutes ago.</p><p></p><p>4) The addition of having rolls for everything the players do. First, they've added in too many skills with to few skill points and the DCs for the simpliest of actions are all set at 15 and up in most campaigns. Next, I find it incredibly frustrating that the social situations are more likely to be resolved by dice rolls than by role playing. It really makes it seem more wargamey than roleplayey.</p></blockquote><p></p>
[QUOTE="milotha, post: 1535931, member: 17122"] I agree with you. I prefered the game when it was simpler. I've always felt that more rules do not necessarily equate with more fun. I find that the more rules a system has, the more time we spend digging through the book in and out of game play to find rules. This isn't fun for anyone, as I'd prefer to be role playing, designing characters, adventures, and cool NPCs. The problem with the current system is: 1) They attempted to integrate all the rules. If you don't like one rule, then changing it often results in a cascade of changes. (Ex:If you don't like the current item creation feats, but you feel you need to give something to the wizards to balance them out, now you've got a ton of work to rewrite them. )Then you have to spend time communicating these changes to the players. I know that showing up to a game and being handed another book of house rules can be frustrating. 2) Some of the rules don't seem to have been well play tested or balanced. They just seem to be page filler. Or worse yet, you feel that they way the game was balanced isn't the way that you like to play. I currently feel that the game is heavily balanced towards fighters and combat clerics right now, but most of my players prefer to play wizards, rogues, and noncombat clerics. 3) With every expansion, every new book, you have to keep up with the GM. I've played under several GMs that kept bringing in new material mid campaign. Suddenly, there are new feats and new skills demanded of the players. GM: Make a roll against new skill X to do Y in the campaign. Player: What's skill X? How can I spend ranks in something I didn't know existed a few minutes ago. 4) The addition of having rolls for everything the players do. First, they've added in too many skills with to few skill points and the DCs for the simpliest of actions are all set at 15 and up in most campaigns. Next, I find it incredibly frustrating that the social situations are more likely to be resolved by dice rolls than by role playing. It really makes it seem more wargamey than roleplayey. [/QUOTE]
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