Hairfoot
First Post
Tequila Sunrise said:*sigh* Really? You really think I somehow missed RP 101? I think I've been very patient through this discussion, but it's wearing thin. Fine, let's take a character that I played a few years back, by the name of Finn MacCool. In brief, Finn was born into a noble house. As a child he narrowly escaped the destruction of his House, which resulted in him having a phobia of death and an obsession with seeking out immortality. Fostered in secret by a loyal warrior, Finn learned the only profession available to him: that of a warrior. Having an aristocratic background and a preference for words over swords, he learned to speak charmingly as well as how to fight.
Now, can we stop going off on these insulting tangents about the validity of fluff that's irrelevant to the discussion?
You can spare the sighing. You've been patiently telling other roleplayers that the style of game they enjoy isn't enjoyable, based on a single session of OD&D with two other players and an otherwise limited gaming history.
Fluff is entirely relevant because the argument is that newer editions of D&D encourage players to create ultimate crunch and back it up with retconned fluff, while older editions allow free rein of imagination with the rules as a backdrop.
People keep saying, quite reasonably, that it's OK for you not to like that preference, but you're apparently determined to prove that we can't possibly be having any fun.
You haven't earned the right to be didactic.
If you like inventing house rules on the spot every time a player wants his character to be something other than Fighting Man #2430, and every time he wants to do something other than make a basic attack roll, by all means the earlier editions are for you. I call it limited, but you of course don't have to live by my word.
"On the spot". Can you quote anything in this thread that suggests making a completely new rule, unconnected to previous events, each time a PC does something not covered by the rules?
Several posters have pointed out that building a minimal, consistent ruleset for each group is the great strength of OD&D.
I call strawman.
Focus as much as you please. Many of us see no such lack.Know what I did playing my very first 4e game? Wrote up an NPC cleric, refluffed as a bard, in about fifteen minutes. Know what I let a player do during last Sunday's 4e game, that 4e rules explicitly forbids? Moving through an enemy space. So no, I'm not trapped in the 'rules don't cover it, so can't be done' mindset. I'm focusing on mechanical options/rules because that's where I see the lack in earlier editions.chanical options.
I very much like the concept for this bard, though. Can you post his character sheet? I'd really like to see how you brought the bard out within the rules of the cleric.
But wait...you let a player move through an enemy space, in contradiction to the rules. Does that mean you mean made up a houserule on the spot?
You know that democracy (aka consensus) is the slowest and least efficient form of government, bar none, right?
Democracies never achieve consensus, but if you meant to say that majority rule is slow, that's absolutely correct.
Dictatorships which enforce cumbersome, inflexible rules, OTOH, are far more efficient. Describe for us how such a regime is conducive to fun and good times, and why having majority agreement in a gaming group is undesirable.
Only in the same way that our id is captive to cultural norms. A fuller rule set says 'You can be good at a few things of your choice. Use them to flesh out your character.' It provides you with a basic set of shared assumptions, a springboard for ideas while at the same time stifling the 'I'm good at everything!' syndrome. Now, if you like to throw all of that to the wind, that's cool too. I knew two brothers growing up whose parents didn't teach them how to eat with utensils because they didn't believe in rules, so the brothers just ended up learning when they visited friends.
Rather, a fuller ruleset says, "you can be good at a few things chosen from a limited list according to your character's class, and only those things. We'll have none of this "educated fighter" nonsense."
Skill points dictate that each fighter is only suited to being a meathead who can only climb, jump and intimidate, while a sorcerer is penalised for trying to be a streetwise burglar assisted by magic.
Then an anecdote about siblings and cutlery. I ask you to explain the relevance.
Obviously, I asked so that I could gauge the amount of experience you're basing your arguments on. I appreciate your honesty.1. I played a single session with a married couple who have the game and are fond of older editions. It ended with me (or the other character?) being teleported to who-knows-where by a randomly generated scroll. I may very well play again, if they can find time away from their kids.
2. Other than D&D, I've played a month or two of pbp Exalted, which I'm actually using for the setting of my new D&D game. I ended up quitting because I just don't do well with the pbp format. Other than that, I played V:tM with a ST who didn't believe in rolling dice. Ever. Yeah, that lasted exactly one session.
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