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General Tabletop Discussion
*Dungeons & Dragons
Exception-Based Design in D&D: When Rules Enable Rule Lawyers
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<blockquote data-quote="clearstream" data-source="post: 9517787" data-attributes="member: 71699"><p>Skills are pretty much all exceptions (like, P as an exception can fix a broken pipe, but there is no general rule governing pipes, how they break, and how they are fixed.)</p><p></p><p>With powers there are modules that define the basic structure of a coherent group of actions (like casting images), and then one creates a a bunch of powers that draw on that module. Those modules can extend to multiple pages and contain all sorts of ambiguities, lacunae, and edge cases that create exceptions, such as the touch component of images, where </p><p></p><p style="margin-left: 20px">The GM should determine how much pressure a Touch Image can withstand based on the special effects involved, the situation, common sense, and dramatic sense, but in no event should a Touch Image have any sort of Telekinesis- or Flight-like effect. Having something like a ping-pong ball bounce off a Touch Images wall is perfectly plausible in some cases; having a character bounce off it is another thing entirely.</p><p></p><p>So if I'm buying a power based off images, then I'm pretty much bound to establish it as an exception if it involves touch. I think Hero gives players enough to work with, but it does not tightly bound the range of exceptions! Particularly once one brings in Advantages and Limitations. Consider</p><p></p><p style="margin-left: 20px">Players can use this catch-all Limitation to construct their own Limitations if they can’t find one that does what they want elsewhere in this book.</p> <p style="margin-left: 20px"></p><p>A limitation I construct for myself is going to be an exception. I'd call it Hero a modular, rather than "general", system: it fosters exceptions.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9517787, member: 71699"] Skills are pretty much all exceptions (like, P as an exception can fix a broken pipe, but there is no general rule governing pipes, how they break, and how they are fixed.) With powers there are modules that define the basic structure of a coherent group of actions (like casting images), and then one creates a a bunch of powers that draw on that module. Those modules can extend to multiple pages and contain all sorts of ambiguities, lacunae, and edge cases that create exceptions, such as the touch component of images, where [INDENT]The GM should determine how much pressure a Touch Image can withstand based on the special effects involved, the situation, common sense, and dramatic sense, but in no event should a Touch Image have any sort of Telekinesis- or Flight-like effect. Having something like a ping-pong ball bounce off a Touch Images wall is perfectly plausible in some cases; having a character bounce off it is another thing entirely.[/INDENT] So if I'm buying a power based off images, then I'm pretty much bound to establish it as an exception if it involves touch. I think Hero gives players enough to work with, but it does not tightly bound the range of exceptions! Particularly once one brings in Advantages and Limitations. Consider [INDENT]Players can use this catch-all Limitation to construct their own Limitations if they can’t find one that does what they want elsewhere in this book.[/INDENT] [INDENT][/INDENT] A limitation I construct for myself is going to be an exception. I'd call it Hero a modular, rather than "general", system: it fosters exceptions. [/QUOTE]
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