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Abstract versus concrete in games (or, why rules-light systems suck)
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<blockquote data-quote="Speaks With Stone" data-source="post: 2305236" data-attributes="member: 375"><p>Originally Posted by der_kluge</p><p>Where are you getting that? I want to create a dex-based fighter, in a system that seems to encourage only strength-based fighters. I want to wield a fast weapon in a system that only differentiates weapon by damage, not by speed or threat range. I don't see where personality comes into play there.</p><p></p><p></p><p>I think this is an interesting discussion. First I'll say, that I think that by focusing on mechanics you are missing the point of C&C. You can make your build with Str and describe all of your attacks as being speed and quickness. The mechanics don't have to change for you to get the picture in your head. Whether or not the mechanics model the exact behavior you want is not necessary in a game of make believe. The dice yield a result and whether you visualize it as one big smack in the head or several quick jabs makes no difference. I would say that you are trying to make the game fit your style which is more of the number crunching (as you described). It may be hard to let go of the numbers, but if you step back and visualize things as you want your style to be there need not be any rule change.</p><p></p><p>I say this coming from a long history of playing Rolemaster. In that system there was a forumla or chart for everything. For a long time I thought that the more detailed the skills and combat system, the more realistic, the more it was pre-charted, the better. I wanted that level of granularity because I felt it made better more rounded characters. Some characters could be great athletes, but if they didn't have ranks in jump or swim they were out of luck, no matter how many ranks of surfing, skiing, or pole vaulting they had. (I don't exaggerate - those were all skills in RM2.) I won't go into the crit charts, but I will say that we moved to 3E when it came out with every expectation that it would be less fulfilling as the character designs and skill sets were so limiting.</p><p></p><p>In fact, the opposite happened. I found that I could make more interesting characters by not focusing on the details of skills and so on. Instead I had enough mechanics to keep me satisfied, but not so much that I was bogged down by them.</p><p></p><p>The point?</p><p></p><p>I think my point is that everyone has a comfort level and yours may varry at different times. I would suggest that you just embrace the system you are playing and not try to monkey with it. If you don't like it after a while, then go back to 3E or 3.5. You may find that if you are freed from having any reason or support for the number crunching that you find other aspects to enjoy in the game. If not, at least you know where you'd rather be playing.</p><p></p><p>Shew, that took longer than I expected. Sorry for the long post.</p><p></p><p>Since then I have</p></blockquote><p></p>
[QUOTE="Speaks With Stone, post: 2305236, member: 375"] Originally Posted by der_kluge Where are you getting that? I want to create a dex-based fighter, in a system that seems to encourage only strength-based fighters. I want to wield a fast weapon in a system that only differentiates weapon by damage, not by speed or threat range. I don't see where personality comes into play there. I think this is an interesting discussion. First I'll say, that I think that by focusing on mechanics you are missing the point of C&C. You can make your build with Str and describe all of your attacks as being speed and quickness. The mechanics don't have to change for you to get the picture in your head. Whether or not the mechanics model the exact behavior you want is not necessary in a game of make believe. The dice yield a result and whether you visualize it as one big smack in the head or several quick jabs makes no difference. I would say that you are trying to make the game fit your style which is more of the number crunching (as you described). It may be hard to let go of the numbers, but if you step back and visualize things as you want your style to be there need not be any rule change. I say this coming from a long history of playing Rolemaster. In that system there was a forumla or chart for everything. For a long time I thought that the more detailed the skills and combat system, the more realistic, the more it was pre-charted, the better. I wanted that level of granularity because I felt it made better more rounded characters. Some characters could be great athletes, but if they didn't have ranks in jump or swim they were out of luck, no matter how many ranks of surfing, skiing, or pole vaulting they had. (I don't exaggerate - those were all skills in RM2.) I won't go into the crit charts, but I will say that we moved to 3E when it came out with every expectation that it would be less fulfilling as the character designs and skill sets were so limiting. In fact, the opposite happened. I found that I could make more interesting characters by not focusing on the details of skills and so on. Instead I had enough mechanics to keep me satisfied, but not so much that I was bogged down by them. The point? I think my point is that everyone has a comfort level and yours may varry at different times. I would suggest that you just embrace the system you are playing and not try to monkey with it. If you don't like it after a while, then go back to 3E or 3.5. You may find that if you are freed from having any reason or support for the number crunching that you find other aspects to enjoy in the game. If not, at least you know where you'd rather be playing. Shew, that took longer than I expected. Sorry for the long post. Since then I have [/QUOTE]
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