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General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
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<blockquote data-quote="Henry" data-source="post: 2309789" data-attributes="member: 158"><p>I personally think that rules-light can take away from character creation, and I think the answer needs to be the following:</p><p></p><p>--A rules system that (1) has levels of complexity, completely compatible, that each player can engage in differently, and (2) that has a totally different rules system for the DM than the players, with only the core mechanics providing the common interface between player and DM.</p><p></p><p>An example of a good start is Mutants and Masterminds, in particular its point-buy for Base attack and Defense. You can buy BAB for 3 points for every +1 BAB, </p><p></p><p>OR</p><p></p><p>you can buy it based on melee, ranged, or mental attack bonus, on a 1-for-1 point basis. The player looking to just "make something and play" goes the 3-points per point route; the customizer who wants to make a marksman who can't punch worth a damn takes the customization route. It's a good description of what I'm aiming for.</p></blockquote><p></p>
[QUOTE="Henry, post: 2309789, member: 158"] I personally think that rules-light can take away from character creation, and I think the answer needs to be the following: --A rules system that (1) has levels of complexity, completely compatible, that each player can engage in differently, and (2) that has a totally different rules system for the DM than the players, with only the core mechanics providing the common interface between player and DM. An example of a good start is Mutants and Masterminds, in particular its point-buy for Base attack and Defense. You can buy BAB for 3 points for every +1 BAB, OR you can buy it based on melee, ranged, or mental attack bonus, on a 1-for-1 point basis. The player looking to just "make something and play" goes the 3-points per point route; the customizer who wants to make a marksman who can't punch worth a damn takes the customization route. It's a good description of what I'm aiming for. [/QUOTE]
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Abstract versus concrete in games (or, why rules-light systems suck)
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