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<blockquote data-quote="Clint_L" data-source="post: 8929978" data-attributes="member: 7035894"><p>These are substantially different situations. One is leaning on real world experience that the players presumably share - most folks have a pretty good sense of the forces and skills involved. D&D would handle that situation in basically the same way, except for making it a strength check instead of a labouring check.</p><p></p><p>The other is based around an entirely abstract, imaginary situation, so really the only way into it is through interpreting rules. But that doesn't mean that you are also outside of the fiction being created at the game table. When I thought about that <em>rope trick</em> example, my impulse was to imagine the situation in game, combined with the description of <em>rope trick</em>, to ascertain if the proposed solution made sense. Given some lack of specificity in the spell the best interpretation was to have the player's idea work because it does not contradict any explicit rules and makes for the best story. Any detailed magic system is going to be rules intensive.</p><p></p><p>The more abstract the game gets, the more you are going to need rules to maintain a sense of narrative cohesion unless your role playing group is really, really copacetic. <em>Fiasco</em>, for example, has very, very few rules but is a disaster unless the played with a small group who are very much on the same page. But the tighter the rules get, the more it comes an exercise in rules interpretation that becomes harder for the fiction sustain.</p><p></p><p>5e is an extremely rules heavy game, but a little less so than previous editions, and I like that. I would like it to be a bit more so, for example, by basing skill checks on character background rather than a compartmentalized checklist of skills.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8929978, member: 7035894"] These are substantially different situations. One is leaning on real world experience that the players presumably share - most folks have a pretty good sense of the forces and skills involved. D&D would handle that situation in basically the same way, except for making it a strength check instead of a labouring check. The other is based around an entirely abstract, imaginary situation, so really the only way into it is through interpreting rules. But that doesn't mean that you are also outside of the fiction being created at the game table. When I thought about that [I]rope trick[/I] example, my impulse was to imagine the situation in game, combined with the description of [I]rope trick[/I], to ascertain if the proposed solution made sense. Given some lack of specificity in the spell the best interpretation was to have the player's idea work because it does not contradict any explicit rules and makes for the best story. Any detailed magic system is going to be rules intensive. The more abstract the game gets, the more you are going to need rules to maintain a sense of narrative cohesion unless your role playing group is really, really copacetic. [I]Fiasco[/I], for example, has very, very few rules but is a disaster unless the played with a small group who are very much on the same page. But the tighter the rules get, the more it comes an exercise in rules interpretation that becomes harder for the fiction sustain. 5e is an extremely rules heavy game, but a little less so than previous editions, and I like that. I would like it to be a bit more so, for example, by basing skill checks on character background rather than a compartmentalized checklist of skills. [/QUOTE]
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