Balesir said:Building up a rough-and-ready "default" set of "rules lite" procedures and mechanisms is easy, but producing a coherent set of interlocking rules that all make sense with one another and support a coherent agenda of play is hard. I want to pay WotC to produce the coherent, consistent and interlocking set, not the "here are some neat mechanisms to noodle with" set. I already have rule sets that amount to the latter, in actual fact.
Incidentally, why don't you also remove dice rolls for combat and the "occasional jump or lock pick?" Why do those things require special mechanics, since they can be also role-played or surmised from the character's basic stats?
Worth repeating.I find it more fun to have player skill tested. More fun to figure out a riddle myself than roll a skill check. More entertaining to check the statue for secret compartments than just roll a check for the entire room. More enjoyable to come up with a good argument for the titan to aid us than roll some dice and add a modifier.
As I said before, I have no problem with that if the style is shared by all the people around the table.
Rolflyn said:I find it more fun to have player skill tested. More fun to figure out a riddle myself than roll a skill check. More entertaining to check the statue for secret compartments than just roll a check for the entire room. More enjoyable to come up with a good argument for the titan to aid us than roll some dice and add a modifier.
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We find it more fun to have randomness and a chance of failure in combat or something dangerous like a jump over a ravine.
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The risk of failure via the dice feels more satisfying.
That's less relevant in today's games of characters who rarely die permanently, of course. As we've moved from characters who are assumed to fail (an overtly gamist/sim idea) to a notion of characters who are assumed to succeed (a more narrative idea), the distinction between a failure to jump over a cliff and a failure to find the treasure are nearly meaningless.
No one set of complex rules is going to be good for every group, so it would seem, at the level of publisher, that the ideal would be to produce a huge ecosystem of modular rules, variants, and custom content, none of which goes very "deep," but which is more easily cherry-picked.
So my big question here is: what determines when you go with the first kind of fun, and when you go with the second kind of fun?
And what if you flipped them around, using dice rolls to find secrets and figure out riddles, and just describing a jump over a ravine or a sword strike in combat?
This is what seems kind of arbitrary to me, though my gut says that it can't just be arbitrary. Why is avoiding injury the only time we break out the complex mechanical framework? What for? A ravine you fail to jump across is no less of a failure than a titan you can't convince to help you.
So my big question here is: what determines when you go with the first kind of fun, and when you go with the second kind of fun? And what if you flipped them around, using dice rolls to find secrets and figure out riddles, and just describing a jump over a ravine or a sword strike in combat?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.