Micah Sweet
Level Up & OSR Enthusiast
Fair enough. I certainly agree in principle.'GM decides', is basically the gist of it.
Fair enough. I certainly agree in principle.'GM decides', is basically the gist of it.
What are FKR games?
Believe what you want, and I'll do the same. My decisions are not based on making the rules widget always work.Perhaps they are. But this is not a "real world" assumption.
So on the one hand we have:
1. a mechanical state, "prone" that relies on a certain set of (potentially) reasonable assumptions based on the cubes existence as a creature with "real-world" needs for distributed biomechanics. But which fails from a "geometric" perspective.
And on the other we have
2. a ruling that this mechanical state is inapplicable based on "real-world geometry/physics" that relies on a fantastical interpretation of the biomechanics or ignores those mechanics entirely.
I fail to see how #2 is superior from a "real world logic" perspective. It seems to me its just a preference for a certain type of fantasy over another.
Sure. That's fine. We all have our "bridge too far" stuff.Believe what you want, and I'll do the same. My decisions are not based on making the rules widget always work.
The video darjr linked mostly covers it. For me, the focus is on Ben's second point, around 40 seconds in. No set of rules can possibly cover how the real world works and the players are always getting up to nonsense. So, skip the rulebook and make decisions. If you need rules, make them up or pull them from other games. Get the rules out of the way so you can play the game. Play worlds, not rules. Etc.What are FKR games?
Do people actually think “rulings not rules” did not apply to previous WotC editions of D&D? We skipped 3X but ignored rules and added rulings all the time in 4E.
All they would need to do is say that certain creatures just aren't subject to every condition. Later in 4e they even added such a rule to the statblock of the crawling god (don't remember the name), so they can make rules about this sort of thing.
There's no trip ability as such in 4e that I recall. There are various powers that knock creatures prone, but at low levels I don't think it's common to be able to knock prone at will.And with 4e, it’s all part of a tightly weaved whole. Being able to trip it is important and so is that climb speed. It’s important for the interaction of the rules and it’s important for some character builds. Forget it in play and you’re possibly cheating a player out of their fun. Something they may have worked hard to choose the right mix of powers and feats.
I assume everything follows the logic of the real world unless given reason to believe otherwise.
Leaving aside puzzles about what the logic is of real-world giant acidic cubes, it seems to me that a spatula can be used to knock over a cube: particularly as, presumably, its "body" engages in some sort of contraction or deformation as it moves.Because physics tells us that you can't trip a featureless cube.
I like downtime rules. I recently picked up a more extensive OSR set of them (Downtime in Zyan, by Ben Laurence of Through Ultan's Door fame) because I think they're neat and useful. One of my issues with WotC-era D&D is how there can be a tendency to pack 10-20 levels of advancement into a very short period of time in-world, and I like how downtime systems can help encourage players to do other stuff between adventures and help me as DM make that stuff interesting and make time pass.
Who said "need", exactly? I said I like them. I find them useful. I find that having some defined rules or at least guidelines encourages players to engage with the concept, in part because it helps them engage more with the setting. Give a person a set of instructions for how to do a thing and it's always going to be easier for them.Odd. My players always knew they needed time between adventures, to rest and recover, to train (those new powers and feats weren't going to appear in their PCs minds a la Matrix), to live their lives... so we always took some time for roleplaying "out of adventure" stuff. Unless the adventures we were playing needed to be played one after the other for plot related reasons, I rolled a 1d4 to determine how many weeks passed between adventures. We didn't needed rules for that.
Would you prefer to write all the rules from scratch for a game, or use a well-designed set by a writer and designer whose work you respect and enjoy?That's a thing I run into a lot. And I'm an old-school D&D player. I love 4E, but I also don't get why people want rules for everything. Just make it up. I get the idea of gamifying subsystems, I really do, but if something is outside of the main gameplay loop, it doesn't need mechanics. And if someone really, really wanted mechanics for downtime they could use a subsystem like skill challenges...or a short series of skill checks. It's not hard.
It's an intriguing concept, but I wonder how well it works with regard to playing spellcasters, or other PCs who possess magical powers (that don't come from items).The video darjr linked mostly covers it. For me, the focus is on Ben's second point, around 40 seconds in. No set of rules can possibly cover how the real world works and the players are always getting up to nonsense. So, skip the rulebook and make decisions. If you need rules, make them up or pull them from other games. Get the rules out of the way so you can play the game. Play worlds, not rules. Etc.
4e discussions usually end up like this; whether someone liked or disliked the system has less to do with cold hard facts but emotions. "It didn't feel like D&D to me, so I didn't like it".Wow, I actually had to go back and reread the thread title and first few posts to remember what this thread used to be about!
It’s drifted a bit away from that to say the least …