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Exception-Based Design in D&D: When Rules Enable Rule Lawyers
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<blockquote data-quote="UngainlyTitan" data-source="post: 9517240" data-attributes="member: 28487"><p>I think it is easier to handle crunchy systems with exception based design. In 40 years of gaming noting can prevent some rules lawyering except shutting down rules lawyers. I spend many years trying to decipher rules by Avalon Hill wargame designers meant to shut down rules lawyers and failing. Sometimes, failing to be even comprehensible. </p><p>The most useful type of rules lawyer is the one that will spot the exploit but is willing to come to a reasonable compromise.</p><p>But nothing a designer can really stop a rules lawyer.</p><p></p><p>D&D has exception-based design baked into it from the very beginning, even if the players and designers at the time did not notice, via the spell system. The spell system has always been a little bundle of exceptions to the rules. building the game this way has led to a cleaner game design framework.</p><p></p><p>What to do when a player brings up an exploit, well that depends. If it is genuinely rules legal as written I would let them use it once or twice and then out of game, I would ask will thing get boring fast or what would they think if I used it as DM and try to come up with a reasonable compromise.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 9517240, member: 28487"] I think it is easier to handle crunchy systems with exception based design. In 40 years of gaming noting can prevent some rules lawyering except shutting down rules lawyers. I spend many years trying to decipher rules by Avalon Hill wargame designers meant to shut down rules lawyers and failing. Sometimes, failing to be even comprehensible. The most useful type of rules lawyer is the one that will spot the exploit but is willing to come to a reasonable compromise. But nothing a designer can really stop a rules lawyer. D&D has exception-based design baked into it from the very beginning, even if the players and designers at the time did not notice, via the spell system. The spell system has always been a little bundle of exceptions to the rules. building the game this way has led to a cleaner game design framework. What to do when a player brings up an exploit, well that depends. If it is genuinely rules legal as written I would let them use it once or twice and then out of game, I would ask will thing get boring fast or what would they think if I used it as DM and try to come up with a reasonable compromise. [/QUOTE]
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