To an extent. One difference, important to my playstyle at least, is that the "jumping off cliffs just to see what happens" won't come up when the stakes are high - by definition, it can't. Whereas the squid issue is likely to arise at exactly such a moment.I say a player can creatively use a polymorph spell to his benefit, but if he starts changing into a giant squid every time for the ten attacks, we might have to have a talk. You say a player can survive brutal challenges due to high hp, but if he starts jumping off cliffs just to see what happens, you'll have to have a talk. This is the exact same thing, whether you call it "GM fiat" or not.
I certainly don't object to "gentelmen's agreements" as a way of handling odd bits of rules interaction at the margins of play - using False Scrying type spells to circumvent the limits of Sending type spells (via careful choice of the false image plus exploiting low-level long-ish range diviniation spells that weren't statted out with this sort of issue in mind) is one I remember from an old Rolemaster game. Everyone can just agree to ignore that possibility and pretend it's not there without putting much pressure on the mechanics at the core of action resolution.
On the other hand, Polymorph type effects were something that had to be revised for balance on multiple occasions, because one of the PCs in the game had shapechanging as central to his PC's abilities.
Here is a free RQ SRD, in case you've not come across it: http://www.darkshire.net/jhkim/rpg/srd/srd_runic/.Because I was introduced to D&D, have a bunch of D&D books, and a very workable set of houserules. Because D&D (at least, in its best iteration) is available for free while any other rpg likely costs me money. Because D&D is easy to work with, especially for those of us who learned on it.
(It is the Mongoose version, released under the OGL in 2006, and so similar to but not identical to the classic game.)
Sure. I'm just asserting in reply that it has no special privilege on or monoploy of what RPGing, or "playing a character", is about.That's fine. I'm merely asserting that inhabitation has value, and some people like that as well.
The rules set limits on the fiction to be narrated when the PCs are on stage, not limits on the causal capacities of entities within the gameworld.
I don't agree that D&D is astonishingly ill-suited to that sort of play. I mean, I don't play a "houseruled" version of D&D; I play D&D 4e from the books. The only house rules I can think of pertain to CaGI (pre-errata, thanks), to dazing (the rules leave it unclear how in-turn dazing works, and we have a table agreement to handle this) and to a handful of magic items.D&D seems astonishingly ill-suited to that kind of approach. Given your opinions on "indie rpgs" I find myself wondering why you don't just play MHRP or some other game that isn't bogged down with all the sim-elements of D&D.
The sim-baggage of 4e D&D is fairly modest in rules terms (and you may have noticed that some people don't like it much for that reason!): weapon damage and combat positioning. (Non-combat resolution is not sim at all: it's skill challenges, which are straight down the line "indie" resolution.)
What it offers that a more abstract resolution system like MHRP or HeroWars/Quest lacks is crunchy combat mechanics. What it offers that Burning Wheel - a very crunchy game - lacks is gonzo fantasy heroics. (BW is pretty gritty by 4e standards.)
But play 4e with sim expectations and I think you'll be disappointed. Play it with the idea that "the rules set limits on the fiction to be narrated when the PCs are on stage, not limits on the causal capacities of entities within the gameworld" and in my experience at least - provided you enjoy crunchy combat - it's a pretty good system that delivers pretty well on what it promises on the box.