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What are the "True Issues" with 5e?
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<blockquote data-quote="Neonchameleon" data-source="post: 9114850" data-attributes="member: 87792"><p>I have no objection to games where the stats of every piece of equipment is important. <em>Zelda: Tears of the Kingdom</em> is an amazing game and <em>Baldur's Gate 3</em> is incredible - and both those games came out earlier this year. However both of them are computer games - and a computer is much better at memorisation than either a DM or a player is. And the items have much more physical reality than they ever can with descriptions, while much more and better tracking is done by a computer than can ever be done by either a player or a DM.</p><p></p><p>And this is my fundamental problem with detailed rules and equipment lists. Every second I spend handling such things in a game and every rule for every little thing like a spade is a second and a line with humans trying to do something that a computer is simply better suited to. By contrast the mechanical detail light success-with-consequences and encouraged character development based on what has happened in this specific game is humans doing what humans do better than computers. Which is why they are getting more and more popular and we are getting better and better at writing them.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9114850, member: 87792"] I have no objection to games where the stats of every piece of equipment is important. [I]Zelda: Tears of the Kingdom[/I] is an amazing game and [I]Baldur's Gate 3[/I] is incredible - and both those games came out earlier this year. However both of them are computer games - and a computer is much better at memorisation than either a DM or a player is. And the items have much more physical reality than they ever can with descriptions, while much more and better tracking is done by a computer than can ever be done by either a player or a DM. And this is my fundamental problem with detailed rules and equipment lists. Every second I spend handling such things in a game and every rule for every little thing like a spade is a second and a line with humans trying to do something that a computer is simply better suited to. By contrast the mechanical detail light success-with-consequences and encouraged character development based on what has happened in this specific game is humans doing what humans do better than computers. Which is why they are getting more and more popular and we are getting better and better at writing them. [/QUOTE]
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