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<blockquote data-quote="Umbran" data-source="post: 5371244" data-attributes="member: 177"><p>Maybe other GMs are different, but in any game I ran, even if you built your own PC, I'd want to know that before the game began - so, we are still not in the realm of the GM not being able to learn this before game began.</p><p></p><p></p><p></p><p>You, personally? I don't know. Especially given that you seem to put very high value on the uniqueness of your personal builds.</p><p></p><p>How about we instead ask why some generic hypothetical player might sign on to this....</p><p></p><p>Because not knowing as much leads to greater feeling of world exploration. Because sometimes tying yourself to someone else's ideas leads you to good places you'd not have thought to go yourself. Because it allows the GM to insert novel mechanics that you have to explore and learn about, rather than just read and know in full. Because you just don't want to have to bother with the mechanics at all (I know players like this). Because (as in the OP's case) the players are so tied with fiddling with the fiddly bits that the game is bogging down. Because it allows you, personally, to immerse more to not have to worry about the mechanics. </p><p></p><p>Those are just a few possible reasons off the top of my head. There are probably many others. </p><p></p><p>Basically, it's a style and taste thing. </p><p></p><p></p><p></p><p>Nobody is saying this is the best of all possible ways of playing for everyone. Not all arrangements are for all groups, but that doesn't comprise an argument against it - by that logic, we should argue against D&D itself, because it isn't for everybody.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5371244, member: 177"] Maybe other GMs are different, but in any game I ran, even if you built your own PC, I'd want to know that before the game began - so, we are still not in the realm of the GM not being able to learn this before game began. You, personally? I don't know. Especially given that you seem to put very high value on the uniqueness of your personal builds. How about we instead ask why some generic hypothetical player might sign on to this.... Because not knowing as much leads to greater feeling of world exploration. Because sometimes tying yourself to someone else's ideas leads you to good places you'd not have thought to go yourself. Because it allows the GM to insert novel mechanics that you have to explore and learn about, rather than just read and know in full. Because you just don't want to have to bother with the mechanics at all (I know players like this). Because (as in the OP's case) the players are so tied with fiddling with the fiddly bits that the game is bogging down. Because it allows you, personally, to immerse more to not have to worry about the mechanics. Those are just a few possible reasons off the top of my head. There are probably many others. Basically, it's a style and taste thing. Nobody is saying this is the best of all possible ways of playing for everyone. Not all arrangements are for all groups, but that doesn't comprise an argument against it - by that logic, we should argue against D&D itself, because it isn't for everybody. [/QUOTE]
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