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<blockquote data-quote="maddman75" data-source="post: 1947689" data-attributes="member: 2673"><p>THere's a downside to that as well. Many players will turn only to a list of pre-defined powers or options if one exists, and won't try to 'think outside the box' very much at all. With a more free form game, where the 'homework isn't done', you simply describe what your character does and I'll come up with something. This requires more trust in the DM. If there's any DM vs Player going on the players are going to get screwed every time. Here's an example.</p><p></p><p>We're playing all flesh, as my six month DMing strike finally worked and my group consented to play something besides D&D. One of the PCs has a zombie on each arm grappling him. On his turn, I ask him what he's going to do. He asks what he can do. He's used to d20, where there's set grappling rules, feats, and maneavers. This game isn't like that, I just ask him what he wants to do. He wants to shove one zombie off him, and then bring his shotgun up and blast the other one in the leg once he has an arm free. We do some opposed rolls and its taken care of.</p><p></p><p>Now later will I use the exact same rolls to resolve a similar situation? Probably. I don't even remember exactly, but something like 'opposed Str+Brawl rolls'.</p><p></p><p>There's two different philosophies. One says its better to have a rule and not need it than to need a rule and not have it. For me, its better to need a rule and not have it and just make it up than to have a rule but need to look through a thousand pages of rules to find it.</p></blockquote><p></p>
[QUOTE="maddman75, post: 1947689, member: 2673"] THere's a downside to that as well. Many players will turn only to a list of pre-defined powers or options if one exists, and won't try to 'think outside the box' very much at all. With a more free form game, where the 'homework isn't done', you simply describe what your character does and I'll come up with something. This requires more trust in the DM. If there's any DM vs Player going on the players are going to get screwed every time. Here's an example. We're playing all flesh, as my six month DMing strike finally worked and my group consented to play something besides D&D. One of the PCs has a zombie on each arm grappling him. On his turn, I ask him what he's going to do. He asks what he can do. He's used to d20, where there's set grappling rules, feats, and maneavers. This game isn't like that, I just ask him what he wants to do. He wants to shove one zombie off him, and then bring his shotgun up and blast the other one in the leg once he has an arm free. We do some opposed rolls and its taken care of. Now later will I use the exact same rolls to resolve a similar situation? Probably. I don't even remember exactly, but something like 'opposed Str+Brawl rolls'. There's two different philosophies. One says its better to have a rule and not need it than to need a rule and not have it. For me, its better to need a rule and not have it and just make it up than to have a rule but need to look through a thousand pages of rules to find it. [/QUOTE]
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