Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RFisher" data-source="post: 2334615" data-attributes="member: 3608"><p>Actually, one of the things that turned me back towards lighter games was indeed my quest for better simulation. I started to realize that more rules & detail often didn't result in a better simulation.</p><p></p><p>As one example, in a real fight, there are fients & secondary attack modes (e.g. shield bash or using the butt end of a weapon instead of the business end). As with any rule, you have to find a compromise between simulation & playability. So, the simulation of these details yields to playability concerns. Plus, the player now has to know when to use these techniques. Often, the player doesn't know that as well as his PC should, making an even worse simulation. (Or the other way around: The player knows--by this specific set of rules--when to use certain techniques better than his PC should.)</p><p></p><p>By raising the level of abstraction, you end up with a better, if less detailed, simulation.</p><p></p><p></p><p></p><p>IME, lighter games don't get bloated with house-rules to reproduce the complexity of a heavier game. There'd be little point if that were the case. Instead, people playing lighter games are aiming for a higher level of abstraction. The extra detail, if desired, comes from imagination, interpretation, & description rather than from rules.</p><p></p><p></p><p></p><p>To me this is a different issue that rules-light v. rules-heavy. Risus is lighter than classic D&D or C&C, but it denies almost nothing!</p><p></p><p>I do think that, in some ways, classic D&D is a better game for denying some character concepts. But that's a separate issue from it being rules-light.</p><p></p><p>Re: different mechanics for different things: I think this can be a good thing, even though it tends towards rules-heavy rather than rules-light. (Though, oddly enough, many rules-heavy systems have a unified mechanic.)</p><p></p><p>Classic D&D used different mechanics for "to hit" & damage because that way they were simple to design, are simple to understand, simple to use in play, & give the results the designer wanted. Classic D&D used d% for thief skills rather than the d20 used for "to hit" & saving throws because the designer thought it was important to be able to graduate the abilities in increments less than 5%. Each side rolling 1d6 for initiative was choosen because it was the simplest way to get ties 1/6th of the time with an equal chance of either side winning the rest of the time.</p><p></p><p>When it comes right down to it, classic D&D (at least my favorite edition: c. 1981) has only a handful of mechanics that are all very, very simple. Not hard to get a grasp on at all. Most of us around here did it pretty quickly when we were about 10-12 years old. I've worked on unifying several of them before, but in the end, any gain from unification wasn't really worth it, IMHO.</p><p></p><p>(With a few exceptions, almost everything in classic D&D is roll above or below a target number on 1d (counting d% as 1d). Make it <em>n</em>d & there are even fewer exceptions. While unifying on roll high or roll low <em>might</em> be worthwhile, I don't see that unifying on a particular die type to be. I could probably argue that every dice mechanics in classic D&D is one of three unified mechanics. 3e has at least that many.)</p></blockquote><p></p>
[QUOTE="RFisher, post: 2334615, member: 3608"] Actually, one of the things that turned me back towards lighter games was indeed my quest for better simulation. I started to realize that more rules & detail often didn't result in a better simulation. As one example, in a real fight, there are fients & secondary attack modes (e.g. shield bash or using the butt end of a weapon instead of the business end). As with any rule, you have to find a compromise between simulation & playability. So, the simulation of these details yields to playability concerns. Plus, the player now has to know when to use these techniques. Often, the player doesn't know that as well as his PC should, making an even worse simulation. (Or the other way around: The player knows--by this specific set of rules--when to use certain techniques better than his PC should.) By raising the level of abstraction, you end up with a better, if less detailed, simulation. IME, lighter games don't get bloated with house-rules to reproduce the complexity of a heavier game. There'd be little point if that were the case. Instead, people playing lighter games are aiming for a higher level of abstraction. The extra detail, if desired, comes from imagination, interpretation, & description rather than from rules. To me this is a different issue that rules-light v. rules-heavy. Risus is lighter than classic D&D or C&C, but it denies almost nothing! I do think that, in some ways, classic D&D is a better game for denying some character concepts. But that's a separate issue from it being rules-light. Re: different mechanics for different things: I think this can be a good thing, even though it tends towards rules-heavy rather than rules-light. (Though, oddly enough, many rules-heavy systems have a unified mechanic.) Classic D&D used different mechanics for "to hit" & damage because that way they were simple to design, are simple to understand, simple to use in play, & give the results the designer wanted. Classic D&D used d% for thief skills rather than the d20 used for "to hit" & saving throws because the designer thought it was important to be able to graduate the abilities in increments less than 5%. Each side rolling 1d6 for initiative was choosen because it was the simplest way to get ties 1/6th of the time with an equal chance of either side winning the rest of the time. When it comes right down to it, classic D&D (at least my favorite edition: c. 1981) has only a handful of mechanics that are all very, very simple. Not hard to get a grasp on at all. Most of us around here did it pretty quickly when we were about 10-12 years old. I've worked on unifying several of them before, but in the end, any gain from unification wasn't really worth it, IMHO. (With a few exceptions, almost everything in classic D&D is roll above or below a target number on 1d (counting d% as 1d). Make it [i]n[/i]d & there are even fewer exceptions. While unifying on roll high or roll low [i]might[/i] be worthwhile, I don't see that unifying on a particular die type to be. I could probably argue that every dice mechanics in classic D&D is one of three unified mechanics. 3e has at least that many.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Abstract versus concrete in games (or, why rules-light systems suck)
Top