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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9030405" data-attributes="member: 71699"><p>Yup, it's frustrating. PHB 5e can be used successfully to play published modules. Possibly by intent. There's nothing missing that is critical to that.</p><p></p><p>The DMG contains the encounter guidelines which are critical to get into homebrew campaign content. And you can start to see the design strategy. Homebrew encounters are a step up from simply playing published encounters. And so on.</p><p></p><p>So while it's wrong to say that critical information is spread all over the place (it's not) it's not great that they don't talk more in their game <em>about </em>their game. In a way that's a major difference with more recent trends in design, where the game text addresses itself (as well as stating principles for using the rules to achieve the intended play.) Possibly though, D&D designers will always be briefed to avoid that.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9030405, member: 71699"] Yup, it's frustrating. PHB 5e can be used successfully to play published modules. Possibly by intent. There's nothing missing that is critical to that. The DMG contains the encounter guidelines which are critical to get into homebrew campaign content. And you can start to see the design strategy. Homebrew encounters are a step up from simply playing published encounters. And so on. So while it's wrong to say that critical information is spread all over the place (it's not) it's not great that they don't talk more in their game [I]about [/I]their game. In a way that's a major difference with more recent trends in design, where the game text addresses itself (as well as stating principles for using the rules to achieve the intended play.) Possibly though, D&D designers will always be briefed to avoid that. [/QUOTE]
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