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<blockquote data-quote="Stalker0" data-source="post: 9259400" data-attributes="member: 5889"><p>So part of the benefit (and also challenge) of a game like dnd is its open nature. Unlike a video or board game with extremely codified rules, dnd has the built in tenent that “anything is possible”.</p><p></p><p>If we look at 3e to 5e, it’s clear that the rules to support certain activities have been reduced, there are not nearly the amount of rules ti cover x,y,z activity. And there are two ways to see that:</p><p></p><p>1) I can now do less (the rules no longer empower me)</p><p>2) I can do more (the rules no longer restrict me).</p><p></p><p>I personally used to be in camp 1, but 4e shifted my mindset to camp 2. When I dmed 4e, no matter how many times I told my players (just tell me what you want ti do, get crazy)…they would constantly come back to the power sheet to figure out “what they could do”. I saw how the codified rules (though well intentioned), were limiting players options in practice.</p><p></p><p>When my same group started playing 5e, I saw an immediate improvement in improvisation and creative play. </p><p></p><p>Then the recent test was level up, which has more codified options. We finished a whole campaign in level up, and interestingly enough even my most crunchy players came back and said “you know what, the new crunch feels like more trouble than it’s worth”</p><p></p><p>So I’m firmly in camp 2 now. At then of the day, a rules system for a role playing game should promote creative play (because otherwise I can just play a very nice video game and do things much faster and easier). </p><p></p><p>So when people say “there are less options”, I often now think “there is more room for creative play”</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9259400, member: 5889"] So part of the benefit (and also challenge) of a game like dnd is its open nature. Unlike a video or board game with extremely codified rules, dnd has the built in tenent that “anything is possible”. If we look at 3e to 5e, it’s clear that the rules to support certain activities have been reduced, there are not nearly the amount of rules ti cover x,y,z activity. And there are two ways to see that: 1) I can now do less (the rules no longer empower me) 2) I can do more (the rules no longer restrict me). I personally used to be in camp 1, but 4e shifted my mindset to camp 2. When I dmed 4e, no matter how many times I told my players (just tell me what you want ti do, get crazy)…they would constantly come back to the power sheet to figure out “what they could do”. I saw how the codified rules (though well intentioned), were limiting players options in practice. When my same group started playing 5e, I saw an immediate improvement in improvisation and creative play. Then the recent test was level up, which has more codified options. We finished a whole campaign in level up, and interestingly enough even my most crunchy players came back and said “you know what, the new crunch feels like more trouble than it’s worth” So I’m firmly in camp 2 now. At then of the day, a rules system for a role playing game should promote creative play (because otherwise I can just play a very nice video game and do things much faster and easier). So when people say “there are less options”, I often now think “there is more room for creative play” [/QUOTE]
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