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Why I Think D&DN is In Trouble
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<blockquote data-quote="wingsandsword" data-source="post: 6249813" data-attributes="member: 14159"><p>It was a lot better than the AD&D 1e/2e way, when rules were vague and missing crucial details.</p><p></p><p>DM's would come up with ad hoc rulings for their table, which were often very imbalanced. No two groups would have the same rulings for things, so there was a substantial amount of re-learning of intepretation and precedent to learn when going between games (even leaving house rules aside).</p><p></p><p>Various supplements would try to patch these holes, but no two books would apply the same patch. You'd end up with one rule from The Complete Something Handbook, another from Skills & Powers, another from some Forgotten Realms suppliment, and another one from a Dragon Magazine article. . .leaving each group to choose which of the various official option for the same rule would be used.</p><p></p><p>3e grappling at least was better than the nightmare of 2e's wrestling rules, with that byzantine "pummeling" table that never, ever got used, in my experience. While 3e had a complicated grappling system, at least it was a coherent system instead of rolling on arbitrary tables.</p><p></p><p>What I was hoping for with Next was a simple, relatively rules-light core game with some old-school appeal, but lots of various optional rules presented in the core rules that could be added in a modular fashion to customize it up to the level of complexity and play style that a group wanted, so that there would be a common core of D&D which would then be tweaked to a wide variety of gaming groups, campaign settings, and play styles.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 6249813, member: 14159"] It was a lot better than the AD&D 1e/2e way, when rules were vague and missing crucial details. DM's would come up with ad hoc rulings for their table, which were often very imbalanced. No two groups would have the same rulings for things, so there was a substantial amount of re-learning of intepretation and precedent to learn when going between games (even leaving house rules aside). Various supplements would try to patch these holes, but no two books would apply the same patch. You'd end up with one rule from The Complete Something Handbook, another from Skills & Powers, another from some Forgotten Realms suppliment, and another one from a Dragon Magazine article. . .leaving each group to choose which of the various official option for the same rule would be used. 3e grappling at least was better than the nightmare of 2e's wrestling rules, with that byzantine "pummeling" table that never, ever got used, in my experience. While 3e had a complicated grappling system, at least it was a coherent system instead of rolling on arbitrary tables. What I was hoping for with Next was a simple, relatively rules-light core game with some old-school appeal, but lots of various optional rules presented in the core rules that could be added in a modular fashion to customize it up to the level of complexity and play style that a group wanted, so that there would be a common core of D&D which would then be tweaked to a wide variety of gaming groups, campaign settings, and play styles. [/QUOTE]
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