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General Tabletop Discussion
*TTRPGs General
Theories regaurding the change in rules of D&D.
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<blockquote data-quote="Scribble" data-source="post: 3699854" data-attributes="member: 23977"><p>Eh... I'm not sure it's really that... In a lot of the games I run, and a lot of the games I'm in, the wealth level doesn't follow the book. Sometimes there's more wealth sometimes less.</p><p></p><p>3.5 above all seems like it's doing its best to make things easier to judge for the DM. When I DM, every so often I look at where the wealth level "should be..." I then adjust things either to give out more treasure (if I've been stingy) or less (if I've been too generous...)</p><p></p><p>Not because the book says I have to, but because it does a pretty good job judging that stuff...</p><p></p><p>The older versions just said, don't be monte hall, but don't be stingy... No real tips or advice there...</p><p></p><p></p><p></p><p>Well... you know a goodly portion of my feelings on this I assume... <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" /> However, skills are simply another way to challenge a player (aside from simply saying, make a dex check, or make a str check... (which i routinely did in previous editions because I didn't make my own house rules for skills...) So what does it matter? It's dungeons and dragons not dungeons and fish mongers... so what if realisticaly a fish monger should have a better skill at mongering fish... Does it really matter? How will it effect my game? The only time I see it becoming an issue is when someone tries to sneak a bonus because of his lengthy backstory about a long family line of fish mongers.</p><p></p><p></p><p></p><p></p><p>Didn't everything do 1d6 damage if I remember correctly? Also stats were routinely much lower right? because of the roll 3d6 in order? Shrug. </p><p></p><p></p><p></p><p>I think it's more that they don't want people to start playing something then decide "this game sucks" because their character never gets to really do anything except watch another character shine... Then they'd loose a player, aka money.</p><p></p><p></p><p></p><p>I think CR is useful for many more things then simply telling what level it should be used at.</p><p></p><p>For one, it allows monster "categories" more easily... Just scroll through and find one that fits the CR you need...</p><p></p><p>It helps see the relative power level over all of an adventure... </p><p></p><p>It helps if people want to be that monster... etc...</p><p></p><p></p><p></p><p>Personally I think most of the changes were done to fit around how people play the game, or wanted to play the game.</p><p></p><p>Games should fit the players... Players shouldn't be forced to modify their tastes to suit... That's like saying I should only watch TV on a 12" screen because Motorola doesn't want to make soemthing bigger...</p></blockquote><p></p>
[QUOTE="Scribble, post: 3699854, member: 23977"] Eh... I'm not sure it's really that... In a lot of the games I run, and a lot of the games I'm in, the wealth level doesn't follow the book. Sometimes there's more wealth sometimes less. 3.5 above all seems like it's doing its best to make things easier to judge for the DM. When I DM, every so often I look at where the wealth level "should be..." I then adjust things either to give out more treasure (if I've been stingy) or less (if I've been too generous...) Not because the book says I have to, but because it does a pretty good job judging that stuff... The older versions just said, don't be monte hall, but don't be stingy... No real tips or advice there... Well... you know a goodly portion of my feelings on this I assume... :P However, skills are simply another way to challenge a player (aside from simply saying, make a dex check, or make a str check... (which i routinely did in previous editions because I didn't make my own house rules for skills...) So what does it matter? It's dungeons and dragons not dungeons and fish mongers... so what if realisticaly a fish monger should have a better skill at mongering fish... Does it really matter? How will it effect my game? The only time I see it becoming an issue is when someone tries to sneak a bonus because of his lengthy backstory about a long family line of fish mongers. Didn't everything do 1d6 damage if I remember correctly? Also stats were routinely much lower right? because of the roll 3d6 in order? Shrug. I think it's more that they don't want people to start playing something then decide "this game sucks" because their character never gets to really do anything except watch another character shine... Then they'd loose a player, aka money. I think CR is useful for many more things then simply telling what level it should be used at. For one, it allows monster "categories" more easily... Just scroll through and find one that fits the CR you need... It helps see the relative power level over all of an adventure... It helps if people want to be that monster... etc... Personally I think most of the changes were done to fit around how people play the game, or wanted to play the game. Games should fit the players... Players shouldn't be forced to modify their tastes to suit... That's like saying I should only watch TV on a 12" screen because Motorola doesn't want to make soemthing bigger... [/QUOTE]
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