The Shaman
First Post
Fixed that for you!Zappo said:MakingrulingsLooking up rules in a book is boring, difficult, and it may lead to arguments.
Fixed that for you!Zappo said:MakingrulingsLooking up rules in a book is boring, difficult, and it may lead to arguments.
You know TDE/DSA 4th Edition?mmadsen said:Well said. Often, "heavier" rule-sets aren't more realistic; they're simply more intrusive.
RFisher said:I'm perfectly happy to apply every bit of tactics & rules-mongery I can when I play 3e games. (Which I do, since it's what other people in the group choose to run.) I'm just saying that I only really start to miss the extra detail of the 3e or GURPS advanced combat systems in solo games. (Even when I'm on the DM side of the screen.) OAD&D & classic D&D combat, IMHO, really need a group to shine.
The Shaman said:Fixed that for you!![]()
Zappo said:The following game, you want to fire an arrow at someone behind the lines. But your rules-light system simply states that you can't shoot "through" characters, and doesn't mention anything such as trying to make the arrow fly in an arc over the first line. Or maybe doesn't cover the subject at all. So your DM rules that you can do it at -4... and, again, the game becomes a bit more sensible and a bit more rules-heavy.
Then you want to try to run through the first line by bull-rushing the opponents... and then you want to feint, or to do anything which is more complex/cool/cinematic than "I hit him". Again, the DM makes a ruling. It goes on, and on.
So, I wonder, what's the point? Making rulings is boring, difficult, and it may lead to arguments. A rules-heavy system, if it is well-designed and organized, is simply a rules-light system that has all the homework already done for you.
Actually, iirc its a role playing game. To some there is a difference.der_kluge said:It's a game.
yes but, particularly in role playing games, the rules are but one piece of the overall puzzle, not the sole determining factor.der_kluge said:Games have rules.
in a space shoot 'em up, you mean like an arcade game, sure. in a roleplaying game, there may be many different reasons for me not purchaising one type over another. Perhaps the second tier laser is produced by a company from my character's homeworld and my guy wants to spend his money there by preference. perhaps the corp producing the most optimal lasers also supports political factions my character does not prefer. perhaps the superior lasers are being sold at overly competitive prices to do what you suggest, eliminate the competition, and my guy doesn't want to see all the other producers go under leaving only one supplier.der_kluge said:If you played a space shoot-em-up game, and you docked your ship at a space station, and were presented with an array of types of lasers to equip your ship with, and the only differentiating factor was the amount of damage it dealt, and whether it took up two slots or one in your ship, you'd want to maximize your ship for optimal effectiveness.
If the *only* market force were the game mechanics, true, but an RPG world is more than its mechanics alone. GO is a game driven by mechanics alone. Chess is a game driven by mechanics alone. RPGs are not, well, not for most people i know.der_kluge said:Why choose a laser that did 1d6 damage when a laser that costs about the same does 1d8 damage? In such a world, people would simply stop selling any other kind of laser, and the 1d8 one would simply dominate the market.
For some, there is more to an RPG setting and to RPg character than statistics.der_kluge said:In C&C, only longswords would exist, and everything simply wouldn't get created. There's no statistical reason to equip one.
Again, there may be many reasons why this isn't true. Its certainly a lot cheaper to outfit fighters without plate than with. So, if the plate guy can beat a leather guiy 1-on-1 BUT not say 3-on-1, if a king can outfit 3 times as many leather guys for the same cost... see, suddenly its not as simply as the statistics of damage and AC one-on-one. Suddenly it makes sense IN THE SETTIONG for more than plate to exist, and all it took was looking one stepp further than the base statistics of damage and AC.der_kluge said:And yes, there should be balance. If, in a world with plate mail wearing fighters, no one could stop them in combat, because they were just so powerful, then guess what - everyone would become a plate-mail wielding fighter. At least those who wanted to do battle with them would.
Survive, sure. I can buy that without question. However, survive and defeat in one-on-one encounter is another thing entirely. I am not historian, but i have stayed in holiday inn expresses and saw shows on the history channel, and it doesn;t fit with my recollection that the answer to plate wearing knights was one-on-one duels with knife fighters or the like, but usually it was outnumbering them many to one or otherwise trapping them.der_kluge said:But our world has more variety than that. There are those who can survive by simply being faster than plate mail wearing fighters.
Akrasia said:Then C&C (and many other rules light systems, e.g. Buffy/Angel) should best be understood as a system that presents the players with a set of clear guidelines, on the basis of which the difficulty of different actions can be estimated -- including things like 'feinting', etc.
Akrasia said:Ummm ... C&C does have rules for two-weapon fighting. And withdrawing from combat. They're right in the PHB!
Gods -- any system that lacks AoOs is one that I am immediately sympathetic towards. I can't think of a more annoying feature of 3e combat.
Akrasia said:More generally, John, as far as I can tell, all the things you mention are either already available in, or potentially available in, C&C. The rules give a general framework, which the CK then uses to 'estimate' particular difficulty modifiers, etc.
Ok, but what about the next time that I want to shoot someone in the second row? Will it still be -4? If it is, then it's a house rule. If it isn't, the DM is being unfair (not to mention the shattering of my suspension of disbelief as the laws of physics seem to change from a week to the next).Jupp said:I think there is a difference between making up rules (house-ruling) and giving obstacles that you want to overcome in-game a difficlutly level (i.e. -4 to shoot someone in the second row). House rules are additional rules being permanently added by the DM because there is no equivalent in the existing game rules.
Then there is the situation based difficulty level...For example in C&C (being the only rules-lite system I can refer to at the moment, aside from OD&D): Giving a game situation a difficulty level is not house-ruling but an integral part of the SIEGE system due to the way attributes are used to resolve things happening in the game.

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