Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Exception-Based Design in D&D: When Rules Enable Rule Lawyers
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="payn" data-source="post: 9517859" data-attributes="member: 90374"><p>A nice write up. I dont see an increase in rules lawyer so much as I see other issues brought up in your blog. Notably the effect on creative plans and decisions within the game by players.</p><p></p><p>I've definitely seen this in some folks. We had a very long thread recently about RPGs being boring unless the special rule is in effect, in every situation, but particularly combat. Anything outside the special rule box, seemed like a failure of the system to engage the player. Furthermore, the special rules are niche protection to keep players in their own lanes. </p><p></p><p>This is often framed as the "answer is on my character sheet" philosophy. I am a believer that thinking within the box is underrated, but inability to think outside the box is a bigger issue. I play RPGs becasue of the infinite possibilities that lead to creative problem solving, not to be limited like a board or war game. </p><p></p><p>Although, I very much like board and war games too. I am just able to code switch my expectations between them. I think a lot of folks have one game mode, and thus rules design is going to be much more impactful to them. Which is why rulings over rules is tough to swallow for some people because their "special rules" can be deemed not special at any given moment. There is no solid boundary nor any consistency in which to trust in. </p><p></p><p>This was worse in 3E/PF1 and is much worse in PF2 with its feat design than 5E. Its not so much that an action isnt permitted, its more that its so likely to fail it might as well be. In the case of 3E/PF1 a lot of that is due to system math. Not only is failure very likely, its often punishing to attempt. In PF2, the problem is expounded by adding in skill feats and a proficiency level system that cant be adjusted with magic items, chargen choices, etc... It now has two limiting factors in system math and feat selection. </p><p></p><p>One of the reasons D&D and derivatives hit this issue so soundly is the amount of choices provided in chargen and leveling. You are not just a really good X. You are potentially good at X, Y, and Z. With an entire alphabet of items out there for people to focus on, it seems like to have a definitive list of things you can do and try. You need to build towards something in able to be able to even do it; it would seem. 5E has dialed back on this, but it hasnt completely escaped it either.</p><p></p><p>I really enjoy system mastery and exception based deigns. I like it in my board games, I like it in my wargames, I even like it in my RPGs. That said, I do see how complexity of exception based design can have an unwanted effect on the play of RPGs. My experience has been not so much that the exceptions are bad, but if you combine them with a leveling system that greatly increases the gap between players and foes it will push folks away from creatiove well roudned characters. Which is why my favorite RPGs tend to be more narrative and skill based with lower power curves such as PbtA and Traveller. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9517859, member: 90374"] A nice write up. I dont see an increase in rules lawyer so much as I see other issues brought up in your blog. Notably the effect on creative plans and decisions within the game by players. I've definitely seen this in some folks. We had a very long thread recently about RPGs being boring unless the special rule is in effect, in every situation, but particularly combat. Anything outside the special rule box, seemed like a failure of the system to engage the player. Furthermore, the special rules are niche protection to keep players in their own lanes. This is often framed as the "answer is on my character sheet" philosophy. I am a believer that thinking within the box is underrated, but inability to think outside the box is a bigger issue. I play RPGs becasue of the infinite possibilities that lead to creative problem solving, not to be limited like a board or war game. Although, I very much like board and war games too. I am just able to code switch my expectations between them. I think a lot of folks have one game mode, and thus rules design is going to be much more impactful to them. Which is why rulings over rules is tough to swallow for some people because their "special rules" can be deemed not special at any given moment. There is no solid boundary nor any consistency in which to trust in. This was worse in 3E/PF1 and is much worse in PF2 with its feat design than 5E. Its not so much that an action isnt permitted, its more that its so likely to fail it might as well be. In the case of 3E/PF1 a lot of that is due to system math. Not only is failure very likely, its often punishing to attempt. In PF2, the problem is expounded by adding in skill feats and a proficiency level system that cant be adjusted with magic items, chargen choices, etc... It now has two limiting factors in system math and feat selection. One of the reasons D&D and derivatives hit this issue so soundly is the amount of choices provided in chargen and leveling. You are not just a really good X. You are potentially good at X, Y, and Z. With an entire alphabet of items out there for people to focus on, it seems like to have a definitive list of things you can do and try. You need to build towards something in able to be able to even do it; it would seem. 5E has dialed back on this, but it hasnt completely escaped it either. I really enjoy system mastery and exception based deigns. I like it in my board games, I like it in my wargames, I even like it in my RPGs. That said, I do see how complexity of exception based design can have an unwanted effect on the play of RPGs. My experience has been not so much that the exceptions are bad, but if you combine them with a leveling system that greatly increases the gap between players and foes it will push folks away from creatiove well roudned characters. Which is why my favorite RPGs tend to be more narrative and skill based with lower power curves such as PbtA and Traveller. YMMV. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Exception-Based Design in D&D: When Rules Enable Rule Lawyers
Top