Recent content by Thomas Shey

  1. Thomas Shey

    Daggerheart Discussion

    Very possibly. There's also the thing that D&D has usually kind of wanted to have its cake and eat it too; be vaguely fantasy-generic while having very recognizeable specifics. The latter are absolutely there, but can sometimes be paved over if you don't look at them hard. Any critiques I may...
  2. Thomas Shey

    What are the rules for?

    I don't think I'm assuming everyone has the same design goals. I'm just assuming its usually a virtue to have something in terms of what effect decisions make in mechanical expression, and that most of the time that's beyond purely narrative ease. As an example, there are absolutely some...
  3. Thomas Shey

    Daggerheart Discussion

    Its not the worst remapping I've seen by any means; as you say, post apoc can look somewhat like fantasy, but even when it does it usually low fantasy (unless you're getting into full wacky Gamma World stuff, which tends to look more like science-fantasy of the more over the top forms). Well...
  4. Thomas Shey

    What are the rules for?

    "Shouldn't" and "aren't allowed to be" are not synonyms from where I sit.
  5. Thomas Shey

    Daggerheart Discussion

    I'd expect it would require considerable rework to look right, which isn't entirely surprising when you try and use a game for a purpose it was not designed.
  6. Thomas Shey

    What are the rules for?

    "Allowed" is a pretty broad term here. I don't notice I have any way to not "allow" it in design. That doesn't require me to think its any kind of good design for anything but an extremely small subset of purposes.
  7. Thomas Shey

    What are the rules for?

    You've done the thing that drives me crazy when someone references me: left out the fact I said "with any frequency. I do, indeed think if that's the case then the rules need to address it in some depths. I also made it clear I don't think that's true with any but a specialized subset of...
  8. Thomas Shey

    Pineapple Express: Someone Is Wrong on the Internet?

    The amusing thing is, in an overstated way that's not actually entirely wrong. The big problem with an a-fib is usually after it stops.
  9. Thomas Shey

    What are the rules for?

    At which point you don't really have separate attack methods; you have a singleton with a bunch of different coats of paint.
  10. Thomas Shey

    What are the rules for?

    I don't recall ever saying there should be bespoke ones for everything. In fact I recall saying quite the opposite. But there's a difference between not having bespoke coverage and not having it at all.
  11. Thomas Shey

    What are the rules for?

    Well, first of all, because I doubt the designer really can in any way they're going to both keep track of and convey to its players. Secondly, because that still doesn't say all things will be equally useful. There are genres that approach that, because they're all about look and color (I've...
  12. Thomas Shey

    What are the rules for?

    Yes. That's the default tact Savage Worlds takes. But, note, that still does not make *all fighting options equally useful" there. It just means there's no extra overhead if you're forced to useful a less useful option.
  13. Thomas Shey

    What are the rules for?

    Because it can still come up in game. At no point have I suggested giving a lot of attention to such weapons, you'll note.
  14. Thomas Shey

    What are the rules for?

    That just slides around what the priorities are, however; even @mmadsen mentioned that representing a particular genre or setting is a substitute for that.
  15. Thomas Shey

    What are the rules for?

    Because they logically exist, even if no PC is ever likely to want to use it.
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