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General Tabletop Discussion
*Dungeons & Dragons
Would you define the current edition of D&D rules-light or rules-heavy?
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<blockquote data-quote="redrick" data-source="post: 7332525" data-attributes="member: 6777696"><p>Spells, man, spells. The downside of spells is that characters who know spells know a lot of them. Your first level Wizard and Cleric both have over a half dozen spells prepared, including cantrips, and the Cleric can choose from a much larger list every time they go to sleep. So unless you plan to memorize the details for dozens of spells, you need either cards or a book in front of you to play a caster. Or worse as a DM who has to run a caster.</p><p></p><p>On the other hand, spells are very discrete in terms of their function and are easy to look up — they're presented alphabetically. And you know which ones you use, so you can buy the cards or write them down.</p><p></p><p>Once you remove spells, and assume that your players have done their job and written their class features, race features and feat features out, there is not much you need to know to adjudicate all actions in D&D. The general-purpose rules content is pretty tight. You need to get the conditions down, but I find the to be very intuitive and haven't looked them up in ages. (I plan to cover the conditions up on my DM screen with information I don't know.) There's very little of the "If this thing happens then ..." style rules, which some other games are full of, and necessitate trips to the Index, because which chapter covered the rule for fighting while lit on fire? Was it the Combat chapter? Was it the Skills chapter (under the Firefighting skill, which allows you to add half of your skill bonus to mitigate the penalties imposed by the Lit on Fire condition)? Or was it under the Adventuring chapter under "Adverse and Harsh conditions?"</p></blockquote><p></p>
[QUOTE="redrick, post: 7332525, member: 6777696"] Spells, man, spells. The downside of spells is that characters who know spells know a lot of them. Your first level Wizard and Cleric both have over a half dozen spells prepared, including cantrips, and the Cleric can choose from a much larger list every time they go to sleep. So unless you plan to memorize the details for dozens of spells, you need either cards or a book in front of you to play a caster. Or worse as a DM who has to run a caster. On the other hand, spells are very discrete in terms of their function and are easy to look up — they're presented alphabetically. And you know which ones you use, so you can buy the cards or write them down. Once you remove spells, and assume that your players have done their job and written their class features, race features and feat features out, there is not much you need to know to adjudicate all actions in D&D. The general-purpose rules content is pretty tight. You need to get the conditions down, but I find the to be very intuitive and haven't looked them up in ages. (I plan to cover the conditions up on my DM screen with information I don't know.) There's very little of the "If this thing happens then ..." style rules, which some other games are full of, and necessitate trips to the Index, because which chapter covered the rule for fighting while lit on fire? Was it the Combat chapter? Was it the Skills chapter (under the Firefighting skill, which allows you to add half of your skill bonus to mitigate the penalties imposed by the Lit on Fire condition)? Or was it under the Adventuring chapter under "Adverse and Harsh conditions?" [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Would you define the current edition of D&D rules-light or rules-heavy?
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