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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Faolyn" data-source="post: 9619815" data-attributes="member: 6915329"><p>Maybe? But I don't think so.</p><p></p><p>Take a game that doesn't have rules for poison, like I said. The equipment list has a vial of poison that can be coated on a weapon and does +2d6 damage on the next successful hit. The monster book has one creature that has a bite attack that poisons the victim, causing them to have disadvantage to their rolls for the next minute unless they make a save at a certain penalty or unusually high DC, and another creature that has a sting attack that causes the victim to make a save or die in 1d6 hours (and there's a <em>neutralize poison</em> in the spell section, or antidotes in the equipment section). And the sample adventure has bad guys who use a poison that, if the target fails their save that uses a different-than-normal save, they fall asleep for an hour or until they take damage.</p><p></p><p>So, to my way of thinking, none of these are rules. They're normal parts of the game, and for many genres, it would be weird to not have poisons. But they're good <em>examples</em>. It tells me that save-or-die poisons with delayed onsets are OK (which isn't the case in a lot of games, like 5e), that long-term conditions like unconsciousness are OK (again, not often common), that poisons may only do damage and not have any other effect, that they don't have to be resisted by one particular stat or save. So this hypothetical may not have a section entitled Poisons because of how rules-lite it is, but it has enough examples that someone who pays attention can reverse-engineer them to create their own poisons without wondering if it's "wrong" for the game.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9619815, member: 6915329"] Maybe? But I don't think so. Take a game that doesn't have rules for poison, like I said. The equipment list has a vial of poison that can be coated on a weapon and does +2d6 damage on the next successful hit. The monster book has one creature that has a bite attack that poisons the victim, causing them to have disadvantage to their rolls for the next minute unless they make a save at a certain penalty or unusually high DC, and another creature that has a sting attack that causes the victim to make a save or die in 1d6 hours (and there's a [I]neutralize poison[/I] in the spell section, or antidotes in the equipment section). And the sample adventure has bad guys who use a poison that, if the target fails their save that uses a different-than-normal save, they fall asleep for an hour or until they take damage. So, to my way of thinking, none of these are rules. They're normal parts of the game, and for many genres, it would be weird to not have poisons. But they're good [I]examples[/I]. It tells me that save-or-die poisons with delayed onsets are OK (which isn't the case in a lot of games, like 5e), that long-term conditions like unconsciousness are OK (again, not often common), that poisons may only do damage and not have any other effect, that they don't have to be resisted by one particular stat or save. So this hypothetical may not have a section entitled Poisons because of how rules-lite it is, but it has enough examples that someone who pays attention can reverse-engineer them to create their own poisons without wondering if it's "wrong" for the game. [/QUOTE]
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