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What D&D Thing Has Changed The Most
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<blockquote data-quote="overgeeked" data-source="post: 8654280" data-attributes="member: 86653"><p>To a point, yes. But it's not the end-all-be-all of RPGs. System matters as much as it's designed to matter. Meaning the more robust the system, and the more the players/referee follow it, the more it matters. If it's a rules light system and/or the players/referee ignore large swathes of it, the system matters significantly less. </p><p></p><p>System and rules are a list of text suggestions put forward by the designer. It's up to the players/referee to implement them or not, how strictly to adhere to them, and when to ignore them. System and rules are not uneditable code the players/referee must follow.</p><p></p><p>What the system has rules for, the players/referee will tend to gravitate towards. What the system rewards, the players/referee will tend to gravitate towards. What the system punishes or ignores, the players/referee will tend to gravitate away from.</p><p></p><p>This ignores house rules. The players/referee can, if they wish, hack the system to include or exclude whatever they want. Agian, system and rules are not inviolate code downloaded to the players'/referee's head.</p><p></p><p>Again, this ignores house rules but it also entirely ignores diegetic (aka in-world / in-fiction) character growth, i.e. things not tied to the mechanics.</p><p></p><p>In D&D especially that's generally up to the DM, not the system. For example, in 5E, the DM sets the DC. The system offers guidelines. That's it.</p><p></p><p>Uh...no. Your <em>chance</em> of success is entirely determined by the DM and a good DM will make that chance of success entirely based on or "a consequence of the situation you are in and how your character responds to the specific pressure" which is almost exactly what the DM advice on setting DCs is about.</p><p></p><p>Yes, it does. Die rolls. Sometimes you rise to the occasion and do well under pressure (by rolling well), other times you fold like a cheap suit (by rolling poorly).</p><p></p><p>Not everything is determined by the mechanics. Being confident in the loyalty of your friends, for example. A character can have "swagger" in that regard, but there is zero mechanical support for that...in any edition of D&D. But I wouldn't describe every character who was confident their friends would have their back as arrogant.</p><p></p><p>They don't.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8654280, member: 86653"] To a point, yes. But it's not the end-all-be-all of RPGs. System matters as much as it's designed to matter. Meaning the more robust the system, and the more the players/referee follow it, the more it matters. If it's a rules light system and/or the players/referee ignore large swathes of it, the system matters significantly less. System and rules are a list of text suggestions put forward by the designer. It's up to the players/referee to implement them or not, how strictly to adhere to them, and when to ignore them. System and rules are not uneditable code the players/referee must follow. What the system has rules for, the players/referee will tend to gravitate towards. What the system rewards, the players/referee will tend to gravitate towards. What the system punishes or ignores, the players/referee will tend to gravitate away from. This ignores house rules. The players/referee can, if they wish, hack the system to include or exclude whatever they want. Agian, system and rules are not inviolate code downloaded to the players'/referee's head. Again, this ignores house rules but it also entirely ignores diegetic (aka in-world / in-fiction) character growth, i.e. things not tied to the mechanics. In D&D especially that's generally up to the DM, not the system. For example, in 5E, the DM sets the DC. The system offers guidelines. That's it. Uh...no. Your [I]chance[/I] of success is entirely determined by the DM and a good DM will make that chance of success entirely based on or "a consequence of the situation you are in and how your character responds to the specific pressure" which is almost exactly what the DM advice on setting DCs is about. Yes, it does. Die rolls. Sometimes you rise to the occasion and do well under pressure (by rolling well), other times you fold like a cheap suit (by rolling poorly). Not everything is determined by the mechanics. Being confident in the loyalty of your friends, for example. A character can have "swagger" in that regard, but there is zero mechanical support for that...in any edition of D&D. But I wouldn't describe every character who was confident their friends would have their back as arrogant. They don't. [/QUOTE]
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