TarionzCousin
Second Most Angelic Devil Ever
Hippos are tough and slow in any kind of traditional fantasy RPG.
Oh yeah...?


Hippos are tough and slow in any kind of traditional fantasy RPG.
If it merely doesn't exist--that's simply a time problem. IF you have enough time to create it--you do. And if you don't--you don't.Because it doesn't, and I'd say probably cannot, exist.
If it merely doesn't exist--that's simply a time problem. IF you have enough time to create it--you do. And if you don't--you don't.
As for "cannot"--what makes you think that? There are many systems which allow for slightly altered rules when a player or GM deems them dramatically appropriate and many others which have less swingy math than D&D. And more are made every day.
What facts make you make the very pessimistic statement that no system which could fit your groups needs without fudging could ever be produced?
Well, the situation where the dice are bizarre outliers would be a good one. You typically don't need to make rules for 1 in 10000 situations, even though they will crop up from time to time. Or rather, it's simply not worth the bother.
As for "cannot"--what makes you think that? There are many systems which allow for slightly altered rules when a player or GM deems them dramatically appropriate and many others which have less swingy math than D&D. And more are made every day.
What facts make you make the very pessimistic statement that no system which could fit your groups needs without fudging could ever be produced?
No game is going to be able to read the temper of the table on the fly. And that would be one of the criteria for fitting my group's need without GM intervention.
So far I see no compelling reason (feel free to provide one) you couldn't cut the situations in which you need to fudge down to a describable set or sets and then create exceptions around that set.
Nor do I need to, because my whole point isYes, well, you haven't provided a compelling reason to do do that systems work.
Nor have you provided a compelling reason to search for a reason that will compel you.
"Time permitting--it's the best for everybody" is different that "its the best for everybody".
So far the only reason any fudger's really given not to have a range of rules for different situations is, essentially, lack of time to fix the rules.
YOu have not invalidated challenge by making the game easy--you have invalidated challenge by failing to incentivize players attempts to take game situations as a challenge.
I am not sure that is factually correct.
I myself noted that, not just as a matter of time, there is a matter of skill: we are not all game designers. Individual game masters may not be capable of producing rules of appropriate quality.
I also noted that GM errors or misjudgments in preparation might call for a fudge at runtime, and such issues do not call for a fix in the rules at all, as the rules operate as desired, it is the content that is flawed.
In addition, the system may perform better in an "unfixed" state with an occasional fudge than in a 'fixed" state. "Fixing" the system has two basic paths - one in which the system becomes crufty with special cases, or one in which the core mechanic is altered so that the edge cases no longer happen, but he core no longer behaves in the same way as it did previously - and neither of those may be superior from the player's point of view.
If fudging is not common, then the players do not lose incentive, as they cannot tell when it will happen.
Also, as noted previously, "challenge" is not always the primary need.
sometimes one may need other things,
FATE-based games wind up as a good example of several of these points. A goodly part of a session may consist of improvised elements that come about as a result of player action or GM inspiration at the table. These are not pre-planned, and balanced stats for these elements simply do not exist before play, such that the level of challenge is not easy to plan. Moreover, for most of these elements, "challenge" in a rules-based tactical combat sense isn't the primary goal. While they do add to challenge, in general, but their primary purpose is to increase the complexity of the game situation, and for thematic purposes as well