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An
Occasion for Every Rule, and a Rule for Every
Occasion
At
both Viking-Con
and Worldwide
D&D Game Day, as one of the designers
of 3rd Edition D&D, I was asked something
along the lines of, "Don't you think the
increased number of rules in 3rd Edition is
detrimental to roleplaying?"
My
answer, which I hope will come as no surprise,
was always "no." In fact, I've got
to tell you that I find the premise (that there
are more rules in 3rd Edition than in previous
editions of the game) patently absurd and demonstrably
false. People who ask the question must clearly
have already forgotten things like System Shock,
five different saving throws, Bend Bars/Lift
Gates percentages (as opposed to the Open Doors
roll, as opposed to Strength checks, as opposed
to the uncodified but often used "it takes
a combined total of X points of Strength to
move this heavy object" rule), different
tables and different scales for each ability
score, different experience point progressions
for every class, and so on and on. And that's
not even mentioning such complications as the
Weapon vs. Armor table, the pummeling and grappling
rules, percentage Strength... okay, I'll stop.*
(It's
possible that people didn't forget all those
1st Edition and 2nd Edition rules, but that
they just didn't use a lot of them, because
many were clunky and cumbersome, or just hard
to remember, and the 3rd Edition rules, because
they all were the same way and are more universally
integrated throughout the system, are easier
to remember and thus seem more numerous.)
I
do not, however, find the question absurd.
It's a good question. Obviously, it's not an
ignorable concern, because so many people raise
it. But beyond that, it's not hard to see that
the 3rd Edition system is robust and the mechanics
can be compelling and thus can overshadow character
development and story. Specifically, I think
that, since there are more interesting character
options to consider -- feats, skills, multiclassing,
prestige classes, and so on -- sometimes players
get caught up and forget about their actual
character, as opposed to his stats.
Was
this intentional? Yes and no. It was intentional
that players find a number of aspects of their
character and its advancement more compelling
in 3rd Edition than in previous editions. One
of our goals specifically was to keep players
interested in the game longer. The genius of
level-based characters is that hopefully the
abilities you get next level make you want to
keep playing to attain them. This is the "stick
and carrot" approach, and it's been around
since the earliest days of D&D. All we did
was try to amplify the concept so that there
were truly attractive things at every level
for every character. But it wasn't to overshadow
the development of a character's background
or personality, and it doesn't have to do so.
You
just might need to remind your players of this
now and again, if they're having trouble with
the concept. If you think the character abilities
and so forth will distract the roleplaying aspects
of the game, a more proactive approach is to
provide tangible rewards for character development
and roleplaying, whether they come in the form
of experience points, special "hero points,"
or so forth.
And
what about all the other stuff? Attacks of opportunity,
grappling, disarm, bull rushes, and so on. Why
all that complication?
An
Example
Imagine
this situation: Six bugbears block a 5-foot-wide
doorway in two rows. The PC fighter just wants
to get out of the room. The player says to the
DM, "I want to charge the bugbears with
my shield in front of me, and my weapon used
to just ward away their blows. I don't care
about hurting them -- I just want to get out,
hopefully without taking too much damage."
This
is a reasonable thing to try, albeit a difficult
one to accomplish. While some DMs could come
up with rules on the fly to handle the situation,
many others would take a lot of time with it.
A reasonable and action-oriented plan by a player
could slow things way down. Further, even the
on-the-fly-savvy DM runs the risk of forgetting
how he handled it, and running a similar situation
completely differently the next time, which
can confuse and irritate players. Worst of all
would be the situation where either because
he can't think of how to handle it, or because
it would take too long to figure it all out,
the DM replies, "No, you can't do that."
When
Jonathan Tweet, Skip Williams, and I designed
3rd Edition, we wanted something for the DM
to be able to fall back on. We wanted to provide
rules the DM had at his disposal that wouldn't
be hard to adjudicate, wouldn't slow down the
game (at least not too much), and wouldn't force
him to say "no." Our attitude was,
"Don't worry, DM. We've got your back."
Thus,
the game has rules for attacks of opportunity
and various special situations or character
options. However, it's both incorrect and unfair
to think that the presence of those rules --
provided only to make things easier -- makes
the game more complicated. On the contrary.
That would be like saying having a fire extinguisher
in your home requires you to learn how to be
a fireman and think only about putting out fires.
The extinguisher is there if you need it, but
it's your choice to pay attention to it. Even
if there's a fire, you could always try to smother
it with a blanket or call the fire department.
Likewise,
you only need to reference the rules in the
core books if you want them. The DM might say
the following to the player with the fighter
in the above situation: "Okay. Make a DC
20 Strength check or Dexterity check -- your
choice, depending on whether you're pushing
through them or trying to slip through them.
And, oh, a couple of them will get to make free
attacks as you push through, but we'll give
you a +4 bonus to Armor Class because you're
only thinking about defending yourself."
A DM might come up with this approach rather
than looking up the rules for bull rushes, tumbles,
or whatever, and there's nothing wrong with
that. I'd caution you to try to keep the
same general approach the next time the situation
crops up, but you don't even have to
do that.
Say,
for example, the bugbear encounter isn't very
consequential, and the fighter is just trying
to rejoin his comrades so the adventure can
continue. Then, you might simply want to tell
your player, "Look, just make this simple
check and we'll call it good. This situation
doesn't warrant looking up all the relevant
rules, like we would do if this was an important
encounter." Most players will not only
understand that approach, but they'll appreciate
it. They want the game to move along with a
steady, exciting pace as well.**
Ultimately,
the rules are there to help, not to hinder.
If you find them hindering you or your players,
change them or ignore them. It's your game.
There are no game design police who will come
and confiscate your books for misuse. Fun is
more important than accuracy or adherence. Do
what's fun.
*Please
don't take this the wrong way. I loved the previous
editions of the game and played them for years.
My point is only that there were a lot of rules
and subsystems in them -- more than in core
3rd Edition. And worse, they all worked in entirely
different ways. Roll high, roll low, percentage
rolls, d6 rolls, and so on. Ultimately, though,
if you're reading this and you're surprised
that I would like the edition of the game that
I helped develop as opposed to those that came
before, I'm not even sure how to respond. (I
have received one or two emails over the last
few years from people who don't like 3rd Edition
who say something like "I know Wizards
of the Coast made you change the system more
than you wanted to and that you must secretly
hate 3rd Edition," which I always find
amusing.)
**Some
players might object to this approach, but I
bet the number is much smaller than you'd think.
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