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Why I think you should try 4e (renamed)
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<blockquote data-quote="evildmguy" data-source="post: 4861381" data-attributes="member: 6092"><p>I understand what the OP is trying to say and while I get the revelation he had with hit points, which I myself had in the past year, I also agree with the general sentiment that it's the group and what they do with the rules to have fun that matters. </p><p></p><p>As for myself, I had a rules lawyer in my group from the time I was eight until thirty. These particular rules lawyers killed role playing in favor of what the rules could do for them and that's not what I wanted from the game. Unfortunately, being young, I tried to counter with more rules, and it became a habit, rather than try to tell a story and gain their trust with how I used the rules. I don't know how different things would be if I had tried that, or indeed if I had been able to do that back then. </p><p></p><p>What I like about 4E is that it is easier to prepare. What I realized recently is that only the DMs see this, most players might not realize how tough it got to be to design a high level 3.X monster using the rules. Having said that, sure it's possible to "fake" it and not spend tons of time on prep. Again, for myself, I go back to the rules lawyer and him almost wanting to audit the DM to make sure I made them properly, so for me it did take a long time. </p><p></p><p>(I think one rules lawyer I had figured a few things out when he DMed but I didn't stick around for the full campaign to see.) </p><p></p><p>So, it seems that the consensus on here is, it depends on the group, as with almost any game. </p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 4861381, member: 6092"] I understand what the OP is trying to say and while I get the revelation he had with hit points, which I myself had in the past year, I also agree with the general sentiment that it's the group and what they do with the rules to have fun that matters. As for myself, I had a rules lawyer in my group from the time I was eight until thirty. These particular rules lawyers killed role playing in favor of what the rules could do for them and that's not what I wanted from the game. Unfortunately, being young, I tried to counter with more rules, and it became a habit, rather than try to tell a story and gain their trust with how I used the rules. I don't know how different things would be if I had tried that, or indeed if I had been able to do that back then. What I like about 4E is that it is easier to prepare. What I realized recently is that only the DMs see this, most players might not realize how tough it got to be to design a high level 3.X monster using the rules. Having said that, sure it's possible to "fake" it and not spend tons of time on prep. Again, for myself, I go back to the rules lawyer and him almost wanting to audit the DM to make sure I made them properly, so for me it did take a long time. (I think one rules lawyer I had figured a few things out when he DMed but I didn't stick around for the full campaign to see.) So, it seems that the consensus on here is, it depends on the group, as with almost any game. edg [/QUOTE]
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