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<blockquote data-quote="tetrasodium" data-source="post: 8268158" data-attributes="member: 93670"><p>That "cohesive structure" (or lack of it) is critical in how much work it is to make rules changes to a system & a lack of cohesion feeds into creating the sort of cursed problems [USER=7027139]@loverdrive[/USER] mentioned earlier.<strong> I can hack grid combat into fate </strong><a href="https://www.deadlyfredly.com/2010/11/hack-use-your-grid-maps-with-fate/" target="_blank"><strong>trivially</strong></a> to insert tactical wargame positionin type combat elements with like a half page of bulletpoints & description by hooking the new mechanics onto the cohesive structure of fate. By contrast if I want to run genre of game that requires greater lethality, no matter how I tweak phb197 I'm going to immediately run face first into the fact that either players lack defenses & healing capabilities to keep up without the damage beyond 0 goes away so I need to redesign one or both of those -or- I'll need to target the healing spells &abilities directly one by one -or I'll need to redesign defenses -or- I'll need to do some combination. Whatever I wind up doing will lead to an endless march of one off edge cases that need addressing in order to keep within the new theme or compensate for how corrections in one area hit various class/archetype/monster/etc. The lack of cohesive structure to hang those changes on raises the bar for making any kind of simple changes</p><p></p><p>I used grid combat in fate as an example because someone mentioned "<a href="https://www.enworld.org/threads/d-d-compared-to-bespoke-genre-ttrpgs.679910/page-12#post-8266427" target="_blank">fate does not do tactical wargame combat, and trying to graft it on will be a Herculean task - if you were playing Fate, and asked me how to do tactical combat, with tight physical positioning and all, I'd tell you to go play D&D or something.</a>" so it makes a good example of something that looks like an impossible task while something like "greater lethality" usually seems like something that should be a fairly low bar</p><p></p><p>d&d was not always this way. If you look at AoOs in 3.5 barring special exceptions from feats & PrC abilities they were pretty much move more than 5 feet in threatened squares, make a ranged weapon attack, cast a spell/use an ability with a (Sp) tag that makes it a spell like ability plus skill checks that seem like they should. If you had an ability that was (Ex)traordinary or (Su)pernatural it did not trigger one. It ran into headaches when you stared getting a lot of rules exceptions from feats & such but a one off edge case ruling on a rules exception is different from a bunch of step one edge case rulings</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8268158, member: 93670"] That "cohesive structure" (or lack of it) is critical in how much work it is to make rules changes to a system & a lack of cohesion feeds into creating the sort of cursed problems [USER=7027139]@loverdrive[/USER] mentioned earlier.[B] I can hack grid combat into fate [/B][URL='https://www.deadlyfredly.com/2010/11/hack-use-your-grid-maps-with-fate/'][B]trivially[/B][/URL] to insert tactical wargame positionin type combat elements with like a half page of bulletpoints & description by hooking the new mechanics onto the cohesive structure of fate. By contrast if I want to run genre of game that requires greater lethality, no matter how I tweak phb197 I'm going to immediately run face first into the fact that either players lack defenses & healing capabilities to keep up without the damage beyond 0 goes away so I need to redesign one or both of those -or- I'll need to target the healing spells &abilities directly one by one -or I'll need to redesign defenses -or- I'll need to do some combination. Whatever I wind up doing will lead to an endless march of one off edge cases that need addressing in order to keep within the new theme or compensate for how corrections in one area hit various class/archetype/monster/etc. The lack of cohesive structure to hang those changes on raises the bar for making any kind of simple changes I used grid combat in fate as an example because someone mentioned "[URL='https://www.enworld.org/threads/d-d-compared-to-bespoke-genre-ttrpgs.679910/page-12#post-8266427']fate does not do tactical wargame combat, and trying to graft it on will be a Herculean task - if you were playing Fate, and asked me how to do tactical combat, with tight physical positioning and all, I'd tell you to go play D&D or something.[/URL]" so it makes a good example of something that looks like an impossible task while something like "greater lethality" usually seems like something that should be a fairly low bar d&d was not always this way. If you look at AoOs in 3.5 barring special exceptions from feats & PrC abilities they were pretty much move more than 5 feet in threatened squares, make a ranged weapon attack, cast a spell/use an ability with a (Sp) tag that makes it a spell like ability plus skill checks that seem like they should. If you had an ability that was (Ex)traordinary or (Su)pernatural it did not trigger one. It ran into headaches when you stared getting a lot of rules exceptions from feats & such but a one off edge case ruling on a rules exception is different from a bunch of step one edge case rulings [/QUOTE]
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