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Why Don't We Simplify 5e?
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<blockquote data-quote="Jaeger" data-source="post: 8384211" data-attributes="member: 27996"><p>5e may be simple compared to the last two editions of <em>D&D</em>, but when compared to the hobby as a whole it is a very rules medium game with a decent amount of crunch for players to track.</p><p></p><p>It is not 5e or B/X - ther is plaenty of design space in between the two to work with.</p><p></p><p>My post on p. 11 #217 in this thread is one example of how 5e can be streamlined in several ways making it easier for new players to grasp certain elements - yet there are no meaningful reductions in actual player options.</p><p></p><p></p><p></p><p></p><p></p><p>Most GM's I know learn by starting out from within an existing group. Usually running a few doing one shots, then a modules or so before taking on a short campaign .</p><p></p><p>Learning from within an active group, a new player see's how good GM's work. They then have something to emulate without having to jump into things completely cold.</p><p></p><p>Although I won't say its never happens - someone trying to GM from the jump with only the rulebooks as a reference seems a pretty rare thing these days.</p><p></p><p></p><p></p><p></p><p>That only way I can see that could possibly be a thing would be an inability to wrap one's head around a non-D&D ruleset for whatever reason.</p><p></p><p>Good GM's simply adjust for a given rules set. The core techniques and attributes of running an RPG well are universal.</p><p></p><p></p><p></p><p></p><p>The real question is why bards are allowed to live at all...</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8384211, member: 27996"] 5e may be simple compared to the last two editions of [I]D&D[/I], but when compared to the hobby as a whole it is a very rules medium game with a decent amount of crunch for players to track. It is not 5e or B/X - ther is plaenty of design space in between the two to work with. My post on p. 11 #217 in this thread is one example of how 5e can be streamlined in several ways making it easier for new players to grasp certain elements - yet there are no meaningful reductions in actual player options. Most GM's I know learn by starting out from within an existing group. Usually running a few doing one shots, then a modules or so before taking on a short campaign . Learning from within an active group, a new player see's how good GM's work. They then have something to emulate without having to jump into things completely cold. Although I won't say its never happens - someone trying to GM from the jump with only the rulebooks as a reference seems a pretty rare thing these days. That only way I can see that could possibly be a thing would be an inability to wrap one's head around a non-D&D ruleset for whatever reason. Good GM's simply adjust for a given rules set. The core techniques and attributes of running an RPG well are universal. The real question is why bards are allowed to live at all... [/QUOTE]
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