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*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
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<blockquote data-quote="BryonD" data-source="post: 5832904" data-attributes="member: 957"><p>I agree very much.</p><p></p><p>However, I strongly suspect you and I disagree on what those words actually mean.</p><p> </p><p></p><p>I agree that that Hussar thinks that. But I assure you we are not talking past each other. Hussar and I have discussed this a few times before. </p><p> </p><p>I am certain that the peak of gaming experience requires quality rules, but in order to be truly quality, those rules must be designed knowing the semi-infinite potential of actual at-the-table gaming and also know their own limits in ever getting there. So the rules must presume DM support for them as well as their own support for the DM. Once we accept this mutual support we can either presume that part of the rules job is to compensate for the DM learning process or we can presume that the DM is a highly skilled and experienced DM. If it presumes the former then every time it concedes anything inexperience, it is limiting itself. If we assume the later then the boundaries for quality are maximized. </p><p></p><p>A really ideal rule system is like the best of the best in suits. You need a great suit to start with, but the suit is manufactured with the expectation that a skilled tailor will make it perfect for each customer who buys one. In RPGs the rules are the suit, the DM in the tailor, and every single encounter is a customer.</p><p></p><p>A beginner DM isn't going to get the same results. But a beginner DM can still have a ton of fun and muddle through getting better and better. Myself and every other DM who started in 1E or earlier can testify to that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>But Hussar is referencing that we he says "tee-ball and training wheels". (With "rant" being an effort to discredit the point without actually showing anything wrong with it.)</p><p></p><p>We are not talking past each other.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5832904, member: 957"] I agree very much. However, I strongly suspect you and I disagree on what those words actually mean. I agree that that Hussar thinks that. But I assure you we are not talking past each other. Hussar and I have discussed this a few times before. I am certain that the peak of gaming experience requires quality rules, but in order to be truly quality, those rules must be designed knowing the semi-infinite potential of actual at-the-table gaming and also know their own limits in ever getting there. So the rules must presume DM support for them as well as their own support for the DM. Once we accept this mutual support we can either presume that part of the rules job is to compensate for the DM learning process or we can presume that the DM is a highly skilled and experienced DM. If it presumes the former then every time it concedes anything inexperience, it is limiting itself. If we assume the later then the boundaries for quality are maximized. A really ideal rule system is like the best of the best in suits. You need a great suit to start with, but the suit is manufactured with the expectation that a skilled tailor will make it perfect for each customer who buys one. In RPGs the rules are the suit, the DM in the tailor, and every single encounter is a customer. A beginner DM isn't going to get the same results. But a beginner DM can still have a ton of fun and muddle through getting better and better. Myself and every other DM who started in 1E or earlier can testify to that. :) But Hussar is referencing that we he says "tee-ball and training wheels". (With "rant" being an effort to discredit the point without actually showing anything wrong with it.) We are not talking past each other. [/QUOTE]
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Balance Meter - allowing flavorful imbalance in a balanced game
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