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General Tabletop Discussion
*Dungeons & Dragons
Was 3rd edition fundamentaly flawed?
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<blockquote data-quote="howandwhy99" data-source="post: 3869380" data-attributes="member: 3192"><p>The rules are there to aid the DM to insure consistency in his or her actions. Determining how things in the world operate is part of the exploration in "gaming the world". Just like we frequently need to operate not on pre-known laws, but on trial and error judgments about this world, the players/characters learn how the world works through trial and error in the gaming world.</p><p></p><p>Yes, the gaming experience from group to group is going to differ based on each group's preferences. Allowing flexibility of rules offers this more customized experience.</p><p></p><p></p><p>Standardized rules are the basis of consistent rules at a table. The game will be house ruled by practically every D&D group. That's not something one can expect not to happen. RAW can certainly still be played at conventions of course, but the game doesn't need to require every home game to follow the same pattern. In fact, allowing multiple supplements to cover a very wide breadth and depth for each, is a fine way to sell more products. In addition, not every group will be satisfied by the wargame rules, the naval battle rules, or economic system. Nor does any one publisher need only to publish one. Options means that extra optional breadth and depth can have plenty of overlap to choose from. Not every group is satisfied by every design. Offering more than one allows customization and makes the game better for everyone involved.</p><p></p><p>The mystery of the world will be learned at a table with a rules consistent DM. Not every world will be the same nor will how every world works. But mysteries learned are like learning the rules from not playing, the more you know the better off you'll be. But knowing those rules beforehand isn't required for play. It is part of play.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3869380, member: 3192"] The rules are there to aid the DM to insure consistency in his or her actions. Determining how things in the world operate is part of the exploration in "gaming the world". Just like we frequently need to operate not on pre-known laws, but on trial and error judgments about this world, the players/characters learn how the world works through trial and error in the gaming world. Yes, the gaming experience from group to group is going to differ based on each group's preferences. Allowing flexibility of rules offers this more customized experience. Standardized rules are the basis of consistent rules at a table. The game will be house ruled by practically every D&D group. That's not something one can expect not to happen. RAW can certainly still be played at conventions of course, but the game doesn't need to require every home game to follow the same pattern. In fact, allowing multiple supplements to cover a very wide breadth and depth for each, is a fine way to sell more products. In addition, not every group will be satisfied by the wargame rules, the naval battle rules, or economic system. Nor does any one publisher need only to publish one. Options means that extra optional breadth and depth can have plenty of overlap to choose from. Not every group is satisfied by every design. Offering more than one allows customization and makes the game better for everyone involved. The mystery of the world will be learned at a table with a rules consistent DM. Not every world will be the same nor will how every world works. But mysteries learned are like learning the rules from not playing, the more you know the better off you'll be. But knowing those rules beforehand isn't required for play. It is part of play. [/QUOTE]
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Was 3rd edition fundamentaly flawed?
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