Neonchameleon
Legend
Too many people talk about rules light, medium, and heavy with no clear definitions of what they actually are. So I'm proposing the following as a starting point:
A game is Rules Light if:
A game is Rules Medium if:
It is neither rules light nor rules heavy. (Sorry).
Or in short there is jargon that looks incomprehensible to the layman such as acronyms (THAC0, BAB, [2W]+Cha, etc.), the character sheet is more than a sie of A4, but you don't expect to open the rulebooks other than to look up discrete statblocks (and even then it isn't catastrophic if you leave all the rulebooks behind as long as everyone has access to their character sheets) and the resolution mechanics don't get fiddly.
A game is Rules Heavy if it has one of the following:
Or in short a game is rules heavy if any of the mechanics slow the game down.
And yes, you can move rules heavy games into the rules medium category by changing the presentation. To use two examples, if the preparation is done properly and spellcasters have all the spells they prepare/memorise on their character sheets or in the monster statblocks with the rules in full then they get rid of the cross-referencing. And 4e Essentials plus the Elementalist Sorcerer cut down the analysis paralysis by providing character classes with condensed options and split decision points.
Fiddly rolling mechanics can't necessarily be slid down a category and it may be undesirable to do so. Detailed games get merit from the detail despite being rules heavy - lightness is not an ideal.
A game is Rules Light if:
- The entire actual game rules can be written on a double sided sheet of A4.
- PC character sheets can be written on an index card with minimal jargon.
- Complete NPC statblocks can be scrawled on a single post-it note
- Someone with five minutes of rules explanation can look at those statblocks and character sheets, see what they are saying, and are ready to pick up dice.
A game is Rules Medium if:
It is neither rules light nor rules heavy. (Sorry).
Or in short there is jargon that looks incomprehensible to the layman such as acronyms (THAC0, BAB, [2W]+Cha, etc.), the character sheet is more than a sie of A4, but you don't expect to open the rulebooks other than to look up discrete statblocks (and even then it isn't catastrophic if you leave all the rulebooks behind as long as everyone has access to their character sheets) and the resolution mechanics don't get fiddly.
A game is Rules Heavy if it has one of the following:
- Using rulebooks in play: You are expected to make any cross-references to actual rulebooks in actual play. (The most common example of this in what could otherwise be a rules medium game is a spell list - that refers to the rules for the actual spell printed either somewhere else in the rulebook or in another rulebook; Rolemaster with one chart wouldn't be rules heavy as you can put that on the back of a DM screen)
- Fiddly rolling mechanics: There is any rolling mechanic that requires anything more than simple mental arithmetic, direct comparisons of dice, or cancelling of dice. (Adding two percentile numbers is generally more than simple mental arithmetic, as is adding three modifiers and a basic number to a d20 roll - 5e manages to escape this by means of Advantage/Disadvantage replacing most modifiers)
- Analysis Paralysis: A sensible and coherent character is frequently created with more than two or three superficially similar options that may be used at the same time in the course of play and there is no obvious way to simplify this.
Or in short a game is rules heavy if any of the mechanics slow the game down.
And yes, you can move rules heavy games into the rules medium category by changing the presentation. To use two examples, if the preparation is done properly and spellcasters have all the spells they prepare/memorise on their character sheets or in the monster statblocks with the rules in full then they get rid of the cross-referencing. And 4e Essentials plus the Elementalist Sorcerer cut down the analysis paralysis by providing character classes with condensed options and split decision points.
Fiddly rolling mechanics can't necessarily be slid down a category and it may be undesirable to do so. Detailed games get merit from the detail despite being rules heavy - lightness is not an ideal.