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General Tabletop Discussion
*Dungeons & Dragons
Why you shouldn't allow optional rules.
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<blockquote data-quote="Grainger" data-source="post: 6477831" data-attributes="member: 6779234"><p>As far as I'm concerned, RPGs are <em>meant </em>to be about house rules, optional rules and differing game styles. Every table is playing a different game anyway, due to GM style and mix of player personalities. All this talk about everything being "balanced", and of following CRs slavishly, is over-rated.</p><p></p><p>Whatever the system, all GMs have to tailor the campaign to their players' tastes, strengths and playing styles anyway. For example, if the players are finding everything a pushover because they're doing large amounts of damage, then it's time to throw hardier monsters at them. Who cares if the monsters have the official stats or follow the guidelines for CR? These mechanics are only there to help the GM anyway - not force them to follow.</p><p></p><p>And I don't buy the complaints of "we paid for a finished system, and we didn't get it!". You <em>did</em> get a finished system with 5e - and it's a very good system that's smooth as butter to play. It's just one that requires a modicum of common sense and GM flexibility (I don't even think it requires much - I don't consider myself a very flexible GM, really, and I manage fine). What I love about 5e is that it just lets you get on with the game - probably even more so than BECMI, which I used to know like the back of my hand. It may not provide a more competitive-board-game-like, crunchy experience, but that's not what the aim was.</p><p></p><p>TL;DR - 5e may not be to your taste, but it does what it set out to do very, very well. What you see as its weaknesses are actually its strengths. There's no shame in that - no game system can please everyone.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6477831, member: 6779234"] As far as I'm concerned, RPGs are [I]meant [/I]to be about house rules, optional rules and differing game styles. Every table is playing a different game anyway, due to GM style and mix of player personalities. All this talk about everything being "balanced", and of following CRs slavishly, is over-rated. Whatever the system, all GMs have to tailor the campaign to their players' tastes, strengths and playing styles anyway. For example, if the players are finding everything a pushover because they're doing large amounts of damage, then it's time to throw hardier monsters at them. Who cares if the monsters have the official stats or follow the guidelines for CR? These mechanics are only there to help the GM anyway - not force them to follow. And I don't buy the complaints of "we paid for a finished system, and we didn't get it!". You [I]did[/I] get a finished system with 5e - and it's a very good system that's smooth as butter to play. It's just one that requires a modicum of common sense and GM flexibility (I don't even think it requires much - I don't consider myself a very flexible GM, really, and I manage fine). What I love about 5e is that it just lets you get on with the game - probably even more so than BECMI, which I used to know like the back of my hand. It may not provide a more competitive-board-game-like, crunchy experience, but that's not what the aim was. TL;DR - 5e may not be to your taste, but it does what it set out to do very, very well. What you see as its weaknesses are actually its strengths. There's no shame in that - no game system can please everyone. [/QUOTE]
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Why you shouldn't allow optional rules.
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