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[Ari Marmell's blog] To House Rule or Not to House Rule
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<blockquote data-quote="Galloglaich" data-source="post: 5196993" data-attributes="member: 77019"><p>I guess we both come across as 'geeks' to each other. No big surprise we are probably both right.</p><p></p><p>The problem is beyond "balance" but I think balance was the driving design theme which created the game as it currently is (and I do not limit this to 4E). I just don't want to have to 'learn klingon' to play a role playing game, the more artificial the ruleset, the greater the requirement to know the rules in order to play the game, the more necessary it is to stick rigidly to one style of play, the more this is a problem. </p><p></p><p>Most of the people I've played RPG's with over the years didn't really know the rules very well. They had an idea of what their character was and what they could do, and they described their actions based on what they had seen. This way I can fairly easily get my girlfriend, co-workers, drinking buddies etc. to try out a game without having to think about things like 'move actions' and 'healing surges'. </p><p></p><p>I don't have a problem with structure existing, some people like it and it can be useful when you need it, but I don't want to be forced to play the game that way. If I feel like I have to play with miniatures and maps, counters and special chits, it's not really a role-playing game to me, it's a board game.</p><p></p><p> So I hear. I guess we have different perceptions of what magic means. To me automatic regeneration of wounds and 'healing surges' is magic.</p><p></p><p>Again, different strokes, the Heroic Tier in 4E is not my idea of low-fantasy.</p><p></p><p>You missed my point. The quote was 'railing against' the Marxists. </p><p></p><p> Or you can be like the American Auto industry and keep tinkering with your Mustangs and Malibus until you end up making a Dodge Monaco.</p><p></p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 5196993, member: 77019"] I guess we both come across as 'geeks' to each other. No big surprise we are probably both right. The problem is beyond "balance" but I think balance was the driving design theme which created the game as it currently is (and I do not limit this to 4E). I just don't want to have to 'learn klingon' to play a role playing game, the more artificial the ruleset, the greater the requirement to know the rules in order to play the game, the more necessary it is to stick rigidly to one style of play, the more this is a problem. Most of the people I've played RPG's with over the years didn't really know the rules very well. They had an idea of what their character was and what they could do, and they described their actions based on what they had seen. This way I can fairly easily get my girlfriend, co-workers, drinking buddies etc. to try out a game without having to think about things like 'move actions' and 'healing surges'. I don't have a problem with structure existing, some people like it and it can be useful when you need it, but I don't want to be forced to play the game that way. If I feel like I have to play with miniatures and maps, counters and special chits, it's not really a role-playing game to me, it's a board game. So I hear. I guess we have different perceptions of what magic means. To me automatic regeneration of wounds and 'healing surges' is magic. Again, different strokes, the Heroic Tier in 4E is not my idea of low-fantasy. You missed my point. The quote was 'railing against' the Marxists. Or you can be like the American Auto industry and keep tinkering with your Mustangs and Malibus until you end up making a Dodge Monaco. G. [/QUOTE]
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