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<blockquote data-quote="Ahrimon" data-source="post: 6481021" data-attributes="member: 12630"><p>[MENTION=5890]Saeviomagy[/MENTION] Another thing I'd like to point out that may help you see where I am coming from is from a post earlier in the thread:</p><p></p><p></p><p></p><p>So, NPC's can never do anything that the book doesn't explicitly have rules for? <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> But if you see the book as a set of basic guidelines or examples of how things can be done then you have no problem deciding how you want to handle it as a DM. </p><p></p><p></p><p> </p><p>And to me, everything about this is a feature. Not something that needs to be fixed, a mistake, or something half-completed. It's a stepping stone. A muse if you will. </p><p></p><p>Every campaign is going to be different. Putting hard coded rules in the game makes a default assumption that every game is the same. 5e is all about taking the game and making it your own. So they give us examples and ideas instead of hard coded systems. I understand that it's not everyone's preferred way, but for many of us that started this way, it's a breath of fresh air. I started with and have great memories of the freedom and creativity of 2e but it was too random. I loved the structure of 3e until I realized that it strangled the DM. I love the DM freedom of 4e but the player side is to regimented for my tastes. 5e is the right balance for me. Structured yet open character development while acknowledging that the DM has the freedom to make the game his own.</p></blockquote><p></p>
[QUOTE="Ahrimon, post: 6481021, member: 12630"] [MENTION=5890]Saeviomagy[/MENTION] Another thing I'd like to point out that may help you see where I am coming from is from a post earlier in the thread: So, NPC's can never do anything that the book doesn't explicitly have rules for? :erm: But if you see the book as a set of basic guidelines or examples of how things can be done then you have no problem deciding how you want to handle it as a DM. And to me, everything about this is a feature. Not something that needs to be fixed, a mistake, or something half-completed. It's a stepping stone. A muse if you will. Every campaign is going to be different. Putting hard coded rules in the game makes a default assumption that every game is the same. 5e is all about taking the game and making it your own. So they give us examples and ideas instead of hard coded systems. I understand that it's not everyone's preferred way, but for many of us that started this way, it's a breath of fresh air. I started with and have great memories of the freedom and creativity of 2e but it was too random. I loved the structure of 3e until I realized that it strangled the DM. I love the DM freedom of 4e but the player side is to regimented for my tastes. 5e is the right balance for me. Structured yet open character development while acknowledging that the DM has the freedom to make the game his own. [/QUOTE]
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