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Why Rules Cyclopedia is the ultimate D&D edition
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<blockquote data-quote="Neonchameleon" data-source="post: 7059367" data-attributes="member: 87792"><p>Fair enough. All I'll say is that DW, 13thA, and 5e all strike me as J. J. Abrams style reboots.</p><p></p><p></p><p></p><p>For that matter a lot of professional RPG designers don't have it. (Not at all thinking of experiments with RIFTS here). That said I consider it to be one of my major skills.</p><p></p><p></p><p></p><p>Typically. I'll grant. One of the things I look for in a new system is that it doesn't just give yes/no answers, and that reads like a game from the mid 80s to the 90s or any Fantasy Heartbreaker. But why would I want to go with a merely average system? </p><p></p><p></p><p></p><p>And that reads like a game from around the turn of the millennium <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Again, why take an average system?</p><p></p><p></p><p></p><p>On the other hand you're pointing out flaws that not all systems have. The D&D 3.5 issue is in part because a physics engine has serious problems - especially as you pointed out with the variance of the d20 (that makes tightrope walking next to impossible). Systems with a whole lot less variance (which is what Fudge Dice/Fate Dice are about) are an improvement here. As are systems where the likely outcome is <em>success with consequences</em> meaning you probably will jump that pit if you think you can. And fundamentally one thing a lot of rulesets are missing is the ability to push yourself rather than have your effectiveness be purely at the mercy of the dice.</p><p></p><p>Elegance is <em>in tension with</em> practicality. I'd say that Fate, Apocalypse World. D&D 4e (oddly enough), Cortex Plus, Blades in the Dark, and a few other systems manage to be both without being oversimplified.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7059367, member: 87792"] Fair enough. All I'll say is that DW, 13thA, and 5e all strike me as J. J. Abrams style reboots. For that matter a lot of professional RPG designers don't have it. (Not at all thinking of experiments with RIFTS here). That said I consider it to be one of my major skills. Typically. I'll grant. One of the things I look for in a new system is that it doesn't just give yes/no answers, and that reads like a game from the mid 80s to the 90s or any Fantasy Heartbreaker. But why would I want to go with a merely average system? And that reads like a game from around the turn of the millennium :) Again, why take an average system? On the other hand you're pointing out flaws that not all systems have. The D&D 3.5 issue is in part because a physics engine has serious problems - especially as you pointed out with the variance of the d20 (that makes tightrope walking next to impossible). Systems with a whole lot less variance (which is what Fudge Dice/Fate Dice are about) are an improvement here. As are systems where the likely outcome is [I]success with consequences[/I] meaning you probably will jump that pit if you think you can. And fundamentally one thing a lot of rulesets are missing is the ability to push yourself rather than have your effectiveness be purely at the mercy of the dice. Elegance is [I]in tension with[/I] practicality. I'd say that Fate, Apocalypse World. D&D 4e (oddly enough), Cortex Plus, Blades in the Dark, and a few other systems manage to be both without being oversimplified. [/QUOTE]
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