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Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="D'karr" data-source="post: 6098444" data-attributes="member: 336"><p>Exactly, and since the exceptions trump the general rules, you could easily handle corner cases like tripping an ooze. The DM doesn't like oozes "tripped", institute an exception, oozes are immune. These things are best handled at each individual table, where the game play actually matters. If the table has no problem with "tripped" oozes, then play it with the general rule. If the table prefers the other way, make an exception. That is one of the things that DMs are supposed to be there for. Isn't that what is being advocated in DDN, rulings not rules? </p><p></p><p>As gamers we have been placing so much faith in the rules that we've forgotten that the DM is there exactly for that reason. With 4e I found a foundational framework that was solid. It allowed me to make these rulings with a lot of comfort that I was not breaking anything when I instituted this or that exception. I found that the solid framework was very flexible, and allowed great freedom and stability. When some started arguing about oozes and the RAW, my eyes would glaze over. The intent of the rules is not to be all inclusive, they can't. That was my biggest "beef" with the approach 3.x took where everything needed a rule. </p><p></p><p>Even things that are explicitly "prohibited" by the rules are open to rework at individual game tables. So why should the immunity or non-immunity of an ooze become such a contentious issue?</p><p></p><p>What I would have loved to see from the designers was alternate systems to tweak the base system. The vaunted "dials" that they spoke off. Those would have been awesome to see in 4e. Want a more gritty game, here are the dials to tweak. Want long term injuries, here are some more dials. Want to use rituals in combat, tweak these other dials. Want combats with no grids at all, here's a subsystem for that. Want Epic to really work, here's the real system you should use. Want domains/kingdoms/spheres of influence, take a look at these rules. Want a more exploration for exploration's sake game, here are some tweaks for that. Unfortunately, or maybe fortunately, I'll have to continue designing these exclusively for my game.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6098444, member: 336"] Exactly, and since the exceptions trump the general rules, you could easily handle corner cases like tripping an ooze. The DM doesn't like oozes "tripped", institute an exception, oozes are immune. These things are best handled at each individual table, where the game play actually matters. If the table has no problem with "tripped" oozes, then play it with the general rule. If the table prefers the other way, make an exception. That is one of the things that DMs are supposed to be there for. Isn't that what is being advocated in DDN, rulings not rules? As gamers we have been placing so much faith in the rules that we've forgotten that the DM is there exactly for that reason. With 4e I found a foundational framework that was solid. It allowed me to make these rulings with a lot of comfort that I was not breaking anything when I instituted this or that exception. I found that the solid framework was very flexible, and allowed great freedom and stability. When some started arguing about oozes and the RAW, my eyes would glaze over. The intent of the rules is not to be all inclusive, they can't. That was my biggest "beef" with the approach 3.x took where everything needed a rule. Even things that are explicitly "prohibited" by the rules are open to rework at individual game tables. So why should the immunity or non-immunity of an ooze become such a contentious issue? What I would have loved to see from the designers was alternate systems to tweak the base system. The vaunted "dials" that they spoke off. Those would have been awesome to see in 4e. Want a more gritty game, here are the dials to tweak. Want long term injuries, here are some more dials. Want to use rituals in combat, tweak these other dials. Want combats with no grids at all, here's a subsystem for that. Want Epic to really work, here's the real system you should use. Want domains/kingdoms/spheres of influence, take a look at these rules. Want a more exploration for exploration's sake game, here are some tweaks for that. Unfortunately, or maybe fortunately, I'll have to continue designing these exclusively for my game. [/QUOTE]
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