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Do only DMs like rules lite systems?
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<blockquote data-quote="McBard" data-source="post: 3222444" data-attributes="member: 14934"><p>I think there is a rules light/heavy axis describing the breadth of the rules (how many options the game offers) and a light/heavy axis describing the depth of the rules' implementation (how complicated those options actually are to play out at the table).</p><p></p><p>I'm all for a heavy system in terms of the breadth of options (as both a DM and a player). I like a wide choice of classes, feats, equipment, etc.</p><p></p><p>However, I'm for more of a light system (and would like D&D to become lighter) in how all those options are often played out at the table. </p><p></p><p>For instance, I like the (rules heavy) options of being able to have a very experienced rogue-type who can make several sneak attacks (for instance).</p><p></p><p>But I hate what this requires at the table in a game of D&D: several attack rolls (+11/+6/+1) each involving 9d6 and the pause to tally up the damage (which 80% of time will more than likely be within a couple points of 30). Solution: make Sneak Attack damage constant, and thus, in this example, making the rules involving sneak attacking "lighter".</p><p></p><p>Over the haul of a 4 hour session the instances of rules heavy implementations add up, and the story-driven game of D&D bogs down.</p><p></p><p>Keep the breadth of rules, but thin out the way all those rules play out at the table.</p></blockquote><p></p>
[QUOTE="McBard, post: 3222444, member: 14934"] I think there is a rules light/heavy axis describing the breadth of the rules (how many options the game offers) and a light/heavy axis describing the depth of the rules' implementation (how complicated those options actually are to play out at the table). I'm all for a heavy system in terms of the breadth of options (as both a DM and a player). I like a wide choice of classes, feats, equipment, etc. However, I'm for more of a light system (and would like D&D to become lighter) in how all those options are often played out at the table. For instance, I like the (rules heavy) options of being able to have a very experienced rogue-type who can make several sneak attacks (for instance). But I hate what this requires at the table in a game of D&D: several attack rolls (+11/+6/+1) each involving 9d6 and the pause to tally up the damage (which 80% of time will more than likely be within a couple points of 30). Solution: make Sneak Attack damage constant, and thus, in this example, making the rules involving sneak attacking "lighter". Over the haul of a 4 hour session the instances of rules heavy implementations add up, and the story-driven game of D&D bogs down. Keep the breadth of rules, but thin out the way all those rules play out at the table. [/QUOTE]
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Do only DMs like rules lite systems?
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