D&D General - SD&D: Simply D&D

Publish date: 2024-08-01

When i first started playing 3.0 one of the best Dungeon Masters I played 3.0 with, the first 3 sessions we used saving throws for everything....we were like 'whatever, you're the dungeon master that's what i'll do, and it was fine, it was great...and we had a fantastic time, I still remember being Bjorn the Dwarf in that broken courtyard with my flail dive-bombing on top of my cleric from the top of the ledge, and I'm sure we played nothing like the rules, like I'm sure he had the cleric make a reflex save and I made a fortitude save and I rolled higher so it meant I landed on top of him and...that's what's interesting about it, and then getting that balance, and I've seen that happen--you can picture the enthusiastic new dungeon master who's running the game, and everyone's having a fun time because there's this energy and the storytelling's great, and then someone either stops the game because 'oh that's not how the rules should work.' So then you have the question of is the rule helping us or is it getting in the way...if we instead looked it up and started implementing the rules, would we be having a better time. And that's a huge question in tabletop game design."

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