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Why Don't We Simplify 5e?
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<blockquote data-quote="Malmuria" data-source="post: 8378290" data-attributes="member: 7030755"><p>A well-written ruleset can be an asset to a new dm and group, but it can also hinder them if it's too extensive. I mean, look at this (from 2e):</p><p></p><p></p><p>[ATTACH=full]142434[/ATTACH][ATTACH=full]142435[/ATTACH]</p><p></p><p>Or the infamous grappling rules from 3e. I actually wonder if those sorts of rules were actually ever correctly used RAW, including by the designers.</p><p></p><p>Ultimately, the "skill" of being a dm is a social one, which is where we get a most common current dm advice (move the spotlight, say yes and, keep the game moving). I think a game's published content can include that advice to help, and there are many storygames that emphasize that the dm is also a player, that, unlike in dnd, everyone's fun doesn't have to just be on their shoulders.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8378290, member: 7030755"] A well-written ruleset can be an asset to a new dm and group, but it can also hinder them if it's too extensive. I mean, look at this (from 2e): [ATTACH type="full" width="237px"]142434[/ATTACH][ATTACH type="full" width="491px"]142435[/ATTACH] Or the infamous grappling rules from 3e. I actually wonder if those sorts of rules were actually ever correctly used RAW, including by the designers. Ultimately, the "skill" of being a dm is a social one, which is where we get a most common current dm advice (move the spotlight, say yes and, keep the game moving). I think a game's published content can include that advice to help, and there are many storygames that emphasize that the dm is also a player, that, unlike in dnd, everyone's fun doesn't have to just be on their shoulders. [/QUOTE]
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Why Don't We Simplify 5e?
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