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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="Pedantic" data-source="post: 9390023" data-attributes="member: 6690965"><p>You've listed 5 things D&D has historically had tables and rules and laundry lists for. We can quibble about the exact abstraction, but it's clearly not impossible to actually write specific rules for those things.</p><p></p><p></p><p>You seem to have defined the design task as the problem here, and then proceeded to point out that a completely different gameplay loop would be hard to do and pretty bad. Which is true, but not helpful. "Creative play" is a function of applying the rules, not in requesting new rules be designed on the spot that are favorable to your proposal. That, and once you have a solid base of rules to use, TTRPGs are notably extensible. You can write more later. In a better world, edition changes would involve collating and reviewing supplemental rules over a the game's lifespan, then publishing updates that prune what hasn't worked and centralize what has.</p><p></p><p></p><p>I don't think there's any particular reason we need to append "being recognizable to D&D players" as an extra design criteria here; might as well give the approach as much rope to hang itself as you noted 4e had. Even if we do, however, I think you can get most of the way there by simply adding a more powerful skill system to 3.5, and that was solidly D&D for a reasonable period of time.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9390023, member: 6690965"] You've listed 5 things D&D has historically had tables and rules and laundry lists for. We can quibble about the exact abstraction, but it's clearly not impossible to actually write specific rules for those things. You seem to have defined the design task as the problem here, and then proceeded to point out that a completely different gameplay loop would be hard to do and pretty bad. Which is true, but not helpful. "Creative play" is a function of applying the rules, not in requesting new rules be designed on the spot that are favorable to your proposal. That, and once you have a solid base of rules to use, TTRPGs are notably extensible. You can write more later. In a better world, edition changes would involve collating and reviewing supplemental rules over a the game's lifespan, then publishing updates that prune what hasn't worked and centralize what has. I don't think there's any particular reason we need to append "being recognizable to D&D players" as an extra design criteria here; might as well give the approach as much rope to hang itself as you noted 4e had. Even if we do, however, I think you can get most of the way there by simply adding a more powerful skill system to 3.5, and that was solidly D&D for a reasonable period of time. [/QUOTE]
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