• Lianodel@ttrpg.network
    link
    fedilink
    English
    arrow-up
    11
    ·
    1 year ago

    Exactly. It’s sort of an uncomfortable middle ground, but also just kind of messy.

    And I’m tired, as someone who DMed it a bunch, hearing people act like broken or missing rules aren’t a problem, or somehow even a good thing, because the DM can just make something up. Yeah, not shit. I can do that in literally any game I run. It’s just unpleasant to do in 5e, yet I have to do it all the damn time to keep the game running smoothly. I’d rather have a game that either supports me as a GM, or is easier to improvise.

    • jjjalljs@ttrpg.network
      link
      fedilink
      arrow-up
      8
      arrow-down
      1
      ·
      1 year ago

      I think it was a different thread where I posted about how a guy in my dnd group straight face told us something like “the beauty of DND is we can just try out different rules. If we want to do a chase scene we can try it one way, and if it doesn’t work or we don’t like it we can try something else”.

      I’m just like that’s not a unique property of DND. That’s just how playing make believe works. And I’d rather have a game that runs okay out of the box rather than keep playtesting as a DM, or deal with unchecked dm whims as a player.

      • Lianodel@ttrpg.network
        link
        fedilink
        English
        arrow-up
        5
        ·
        1 year ago

        That sounds familiar! Partly because I recall reading that, but also because it’s a frustratingly common scenario.

        D&D is, for a ton of people, synonymous with tabletop RPGs. Often that means people think the things they like about playing tabletop RPGs are unique to D&D, even they aren’t.

        What gets me are people who complain about Pathfinder 2e having more rules. You’re just as free to ignore them, and no one has to read much less memorize all the rules. Besides, is anyone under the illusion that players are learning all the rules to 5e?

    • agamemnonymous@sh.itjust.works
      link
      fedilink
      arrow-up
      4
      ·
      1 year ago

      This is why I’m switching to GURPS. It has rules for everything, but it’s very clear that you only need a handful of them, and the rest are options you can decide to use or not. I’m probably not going to use the rocket equations in the Space book to make space travel more realistic, but it’s nice that they’re there in case I wanted to.

      • ingeanus@ttrpg.network
        link
        fedilink
        arrow-up
        2
        arrow-down
        1
        ·
        1 year ago

        Praise be to GURPs! It’s unfortunate that there seems to be a persistent sentiment that DMs should be making snap arbitration on a large variety of systems instead of having a rule-base that you can ignore when it gets in the way of your storytelling.

        GURPS does this some much better because it does have rules for almost any genre and style you want, letting you have professionally crafted rules that have been playtested and matches to the genre they are designed for that you can use either way.