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What direction should 5th edition take?
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<blockquote data-quote="LostSoul" data-source="post: 4930859" data-attributes="member: 386"><p>In a roundabout way I have come to agree with KD, more or less. I could explain my gaming history but let's just say - DMing 4E with a goal towards the kind of play I wanted to have has opened my eyes to a lot of different things.</p><p></p><p>One of those is that I don't care so much for balance! </p><p></p><p>Well, actually, that's not true. I want game balance - but to me that means I want the players to have to use their brains to figure out what the best course of action is. As a DM, I don't even care what that may be; I just provide the world-appropriate challenge. (And I've been telling the players what it is, since I'm new to this sort of thing. Informed choices, I guess.)</p><p></p><p>When players don't have to think to solve the challenge - that's when the game is broken.</p><p></p><p>I think that the more that players can interact with the game world - I also care about the internal consistency of the game world quite a bit, but no surprise there - the more choices they will have. There are a lot of implications about this.</p><p></p><p></p><p>KD: Have you used the stunt rules on page 42 much? How do you make rulings like that as a DM? How does/did your DM handle those sorts of actions?</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4930859, member: 386"] In a roundabout way I have come to agree with KD, more or less. I could explain my gaming history but let's just say - DMing 4E with a goal towards the kind of play I wanted to have has opened my eyes to a lot of different things. One of those is that I don't care so much for balance! Well, actually, that's not true. I want game balance - but to me that means I want the players to have to use their brains to figure out what the best course of action is. As a DM, I don't even care what that may be; I just provide the world-appropriate challenge. (And I've been telling the players what it is, since I'm new to this sort of thing. Informed choices, I guess.) When players don't have to think to solve the challenge - that's when the game is broken. I think that the more that players can interact with the game world - I also care about the internal consistency of the game world quite a bit, but no surprise there - the more choices they will have. There are a lot of implications about this. KD: Have you used the stunt rules on page 42 much? How do you make rulings like that as a DM? How does/did your DM handle those sorts of actions? [/QUOTE]
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