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d20 backlash??
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<blockquote data-quote="Toben the Many" data-source="post: 2044057" data-attributes="member: 19273"><p>Most games out there that are not d20 are rules-lite. </p><p></p><p>Now, before I go on, keep in mind that when I say "rules-lite system" I am speaking in relative terms. <strong>All</strong> roleplaying games need to have sophisticated rules because they are trying to simulate real-life situations through dice rolls. The moment you try to translate throwing a punch into the rolling of a die, you get complicated. </p><p></p><p>At the same time, there are systems that are definately "rules-lite." These systems leave alot of what happens to the DM's discretion. By contrast, d20 has as little as possible left up to intrepretation. Here are a few games that I think are heavy on interpretation: </p><p></p><p>White Wolf's storyteller is pretty rules-lite. One roll determines whether you hit <em>and</em> how much damage you do. Armor has one stat makes you harder to hit <em>and</em> reduces the damage you take. Weapons have one stat that make it more likely that you will hit <em>and</em> do more damage.</p><p></p><p>Deadlands is a rules lite system. Yes. I said Deadlands. Again, much of what happens in Deadlands is left up to interpretion. Especially with Mad Scientists. </p><p></p><p>One of my favorites: <em>Little Fears</em>. Very rules lite. </p><p></p><p>I consider Mutants and Masterminds rules-lite. Sure, it's got a complex rule-set, but the overall system is incredibly simple. I hit you. You either get knocked out or you stay on your feet. Trying to destroy a helicopter is just as easy to understand as destroying a wall. An energy blast, a shuriken, or a missle can all do the same amount of damage. All of them can be resisted in the same way. You have a putty body like Mr. Fantastic, or a rock body like the Thing, but either way your strange body protects you in the same way.</p></blockquote><p></p>
[QUOTE="Toben the Many, post: 2044057, member: 19273"] Most games out there that are not d20 are rules-lite. Now, before I go on, keep in mind that when I say "rules-lite system" I am speaking in relative terms. [b]All[/b] roleplaying games need to have sophisticated rules because they are trying to simulate real-life situations through dice rolls. The moment you try to translate throwing a punch into the rolling of a die, you get complicated. At the same time, there are systems that are definately "rules-lite." These systems leave alot of what happens to the DM's discretion. By contrast, d20 has as little as possible left up to intrepretation. Here are a few games that I think are heavy on interpretation: White Wolf's storyteller is pretty rules-lite. One roll determines whether you hit [i]and[/i] how much damage you do. Armor has one stat makes you harder to hit [i]and[/i] reduces the damage you take. Weapons have one stat that make it more likely that you will hit [i]and[/i] do more damage. Deadlands is a rules lite system. Yes. I said Deadlands. Again, much of what happens in Deadlands is left up to interpretion. Especially with Mad Scientists. One of my favorites: [i]Little Fears[/i]. Very rules lite. I consider Mutants and Masterminds rules-lite. Sure, it's got a complex rule-set, but the overall system is incredibly simple. I hit you. You either get knocked out or you stay on your feet. Trying to destroy a helicopter is just as easy to understand as destroying a wall. An energy blast, a shuriken, or a missle can all do the same amount of damage. All of them can be resisted in the same way. You have a putty body like Mr. Fantastic, or a rock body like the Thing, but either way your strange body protects you in the same way. [/QUOTE]
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