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Rule-lite or Rule-heavy describe THE perfect ideal ruleset
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<blockquote data-quote="Turanil" data-source="post: 2398951" data-attributes="member: 9646"><p>Okay, this is the period of controverse about rule-lite versus rule-heavy. However, I am not sure that everyone speak about the same thing regarding what is rule-lite or not, and what game one considers rule-lite and why.</p><p></p><p>So I propose another treatment of the question: lets forget about whether it is rule-lite or rule-heavy, and instead tell us (in generic terms) of the aspects a perfect ruleset should have for you to be happy with it. </p><p></p><p>I will begin with my ideas of the perfect ruleset:</p><p></p><p>-- 15 archetype classes well defined + 3 generic classes that let customize a lot. (For example: of having D&D classes + Grim Tales classes).</p><p></p><p>-- Players can customize their characters and make them unique through a large set of options, yet a simple PC or NPC can be done quickly and easily. (For example a system of optional feats for which you must pay additional XP, and which are simple to use in terms of game mechanics)</p><p></p><p>-- A simple resolution system of most task involving a limited number of dice rolls. (For example: d20 rolls over a DC, and examples of DCs are given for many various tasks, all be defined along a scale of easy / average / difficult / tough / etc.)</p><p></p><p>-- Tables and extensive listings so for each particular event you have a pre-determined rule that spare you to have to invent and think about it. However, it must use the basic task resolution system, and be simple to find and use. (For example: if a person is turned to stone, what becomes its weight, how difficult it is to bring the statue back to stone, what the % of finding someone to turn him back to normal, and what the cost of it.)</p><p></p><p>-- Combat is kept simple, with a simple rule taking into account that a wounded character is less effective. Special stunts and tricks need to spend an action point, so such things do not continuously slow down the game, yet remain possible in exceptional circumstances when it would make sense and be intersting.</p><p></p><p>-- There are clear and simple rules to create your own new spells, new classes, or even houserules, etc.</p><p></p><p>-- Book layout emphasizes ease of reading, has extensive index, etc. I like to have only one monster per page for example.</p><p></p><p>-- Flavor text is nice, but should be kept short and dense.</p><p></p><p>-- Economics that looks like coherent!</p></blockquote><p></p>
[QUOTE="Turanil, post: 2398951, member: 9646"] Okay, this is the period of controverse about rule-lite versus rule-heavy. However, I am not sure that everyone speak about the same thing regarding what is rule-lite or not, and what game one considers rule-lite and why. So I propose another treatment of the question: lets forget about whether it is rule-lite or rule-heavy, and instead tell us (in generic terms) of the aspects a perfect ruleset should have for you to be happy with it. I will begin with my ideas of the perfect ruleset: -- 15 archetype classes well defined + 3 generic classes that let customize a lot. (For example: of having D&D classes + Grim Tales classes). -- Players can customize their characters and make them unique through a large set of options, yet a simple PC or NPC can be done quickly and easily. (For example a system of optional feats for which you must pay additional XP, and which are simple to use in terms of game mechanics) -- A simple resolution system of most task involving a limited number of dice rolls. (For example: d20 rolls over a DC, and examples of DCs are given for many various tasks, all be defined along a scale of easy / average / difficult / tough / etc.) -- Tables and extensive listings so for each particular event you have a pre-determined rule that spare you to have to invent and think about it. However, it must use the basic task resolution system, and be simple to find and use. (For example: if a person is turned to stone, what becomes its weight, how difficult it is to bring the statue back to stone, what the % of finding someone to turn him back to normal, and what the cost of it.) -- Combat is kept simple, with a simple rule taking into account that a wounded character is less effective. Special stunts and tricks need to spend an action point, so such things do not continuously slow down the game, yet remain possible in exceptional circumstances when it would make sense and be intersting. -- There are clear and simple rules to create your own new spells, new classes, or even houserules, etc. -- Book layout emphasizes ease of reading, has extensive index, etc. I like to have only one monster per page for example. -- Flavor text is nice, but should be kept short and dense. -- Economics that looks like coherent! [/QUOTE]
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