Li Shenron
Legend
mxyzplk said:1. Try to craft the rules in a way such that someone can always try to do something (especially some nonmagical combat action). Relevant feats etc. may negate heavy penalties, but someone should always be able to try. 3e did a pretty good job of this out of the gate - disarms, grapples, sunders - although as splatbooks came out there tended to be more "you can only do this if..." feats and abilities.
2. Though there need to be rules to balance it, encourage players to create their own spells, magic items, craft their equipment, etc. I saw way more player-created spells in the 2e era than I ever saw in the 3e era.
3. Teach people some damn role-playing. OK fine, so sure, if people don't want to get into that they don't have to, but increasingly the "examples of play" read a lot more like "I rolled 8, did I hit?" than "I hack furiously at the wererat!" I own something on the order of 1000 RPG products and there are many games that, just in their core rules, set a stage that promotes role-playing. Again, without that D&D is always going to lose out to some computer thing that can "automate" the rules.
4. Discretionary XP awards. In 2e these were all over the place, for role-playing and for creativity. In every 3e game I've ever played it's strictly done by table lookup. Change that.
5. DM creativity. 3e did some good things in making some hard and fast rules for monster creation, encounter creation (CR/EL), etc. That allowed people to create within guidelines that helped their game to work. Keep that concept, and expand on it.
6. Stress player impact onthe world. From their actions driving up/down local prices, to having 'reputation' that affects who's heard of you and what they've heard.
All are good points.
I think my approach would be to leave space for imagination. Apply "point of light in a darkness world" to the rules as well. Avoid defining mechanics too much that they become a contraint rather than a tool.
Alas, that's not what the vast majority of gamers want. They want rules to define as much as possible, fearing lack of balance and boring argument with the DM. Thing that ANYWAY we get in every edition, no matter the amount of rules increases. But as it increases, it happens more often to fall into the trap of "if there are no rules for it, you cannot do it".
I always quote the same example: my first game ever played (DM) in 3ed. As soon as I see Rapid Shot, I picture Legolas from the LotR movie, shooting two arrows simultaneously. "You can't do it" is the reaction of the average gamer "because the feat doesn't say you shoot them simultaneously". Then comes Manyshot in the revision, that says the average gamer was right, you couldn't do it and now you can. But we were already doing it
