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Rule-lite or Rule-heavy describe THE perfect ideal ruleset
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<blockquote data-quote="Dragonblade" data-source="post: 2399463" data-attributes="member: 2804"><p>My ideal ruleset would be as follows:</p><p></p><p>-Simple character creation, but one that supports increasing complexity depending on the skill level of the players. The ability to create 10 different archers, who are completely distinct from each other mechanically. Character creation that rewards min/maxing, yet at the same time prevents min/maxed PCs from being unbalanced vs. a PC that wasn't min/maxed. The ability to create stats for level 30 NPCs in the same amount of time it takes to make level 5 NPCs. The ability to create and play any character concept you can envision. Probably some sort of point buy system with caps ala M&M would work best here.</p><p></p><p>-Tactical combat rules that can be played equally well with or without a battlemat. Combat rules that are complex enough to adjudicate a wide variety of actions and situations without relying on DM fiat. Yet intuitive enough that almost no lookup is required during play. Yet complex enough to support tactical and strategic planning. Combat also has to be lightning fast.</p><p></p><p>-The ability to support infinite character progression without the verisimilitude of the game world breaking down. PCs should be able to advance to the point where they can challenge and defeat a great wyrm in single combat, but it should never be easy, and they should never be able to walk in and take over a town of NPCs as if they were invincible demi-gods.</p><p></p><p>-Magic system that rewards players who cleverly strategize their spellcasting ala the current Vancian system, but spontaneous enough that mage PCs and DMs running mage NPCs can create new spells and effects on the fly without slowing down the game, and strategize without having to look up different spells all the time.</p><p></p><p>-No meta-game effects or rules. By this I mean, no rules that pull you out of suspension of disbelief and remind you that you are playing a game. For example, no ability or special power that can arbitrarily only be activated X times per day for no reason other than to balance the class. Or like in HERO where if you didn't pay for some item or weapon that you find with character points, then you can't keep it beyond the current session. None of that.</p><p></p><p>-Multi-genre rules. I should be able to run fantasy, modern, sci-fi or whatever all out of just a couple core rule books, all using the same game system.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 2399463, member: 2804"] My ideal ruleset would be as follows: -Simple character creation, but one that supports increasing complexity depending on the skill level of the players. The ability to create 10 different archers, who are completely distinct from each other mechanically. Character creation that rewards min/maxing, yet at the same time prevents min/maxed PCs from being unbalanced vs. a PC that wasn't min/maxed. The ability to create stats for level 30 NPCs in the same amount of time it takes to make level 5 NPCs. The ability to create and play any character concept you can envision. Probably some sort of point buy system with caps ala M&M would work best here. -Tactical combat rules that can be played equally well with or without a battlemat. Combat rules that are complex enough to adjudicate a wide variety of actions and situations without relying on DM fiat. Yet intuitive enough that almost no lookup is required during play. Yet complex enough to support tactical and strategic planning. Combat also has to be lightning fast. -The ability to support infinite character progression without the verisimilitude of the game world breaking down. PCs should be able to advance to the point where they can challenge and defeat a great wyrm in single combat, but it should never be easy, and they should never be able to walk in and take over a town of NPCs as if they were invincible demi-gods. -Magic system that rewards players who cleverly strategize their spellcasting ala the current Vancian system, but spontaneous enough that mage PCs and DMs running mage NPCs can create new spells and effects on the fly without slowing down the game, and strategize without having to look up different spells all the time. -No meta-game effects or rules. By this I mean, no rules that pull you out of suspension of disbelief and remind you that you are playing a game. For example, no ability or special power that can arbitrarily only be activated X times per day for no reason other than to balance the class. Or like in HERO where if you didn't pay for some item or weapon that you find with character points, then you can't keep it beyond the current session. None of that. -Multi-genre rules. I should be able to run fantasy, modern, sci-fi or whatever all out of just a couple core rule books, all using the same game system. [/QUOTE]
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