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Exception-Based Design?
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<blockquote data-quote="Retreater" data-source="post: 9339619" data-attributes="member: 42040"><p>For me, I don't like the dependence of charts in DCC. I'd like to get away from having to reference a book all the time - whether it's for charts, rules, or character attack abilities. </p><p>Ideally, I wouldn't crack open a book for anything more than to look up a monster's stats or for a character to look up a spell effect. (That's just where I am mentally right now.)</p><p>I believe it was someone on these boards who said that I've been exhausting myself - my mind, my bookshelves, my gaming budget - trying to find a "perfect" game to reach some imagined nostalgic gaming nirvana. </p><p>And it's tempting to go to OSR games, because that's when my best gaming memories happened (1990s). But I'm not the same guy I was then. Plus, my players have their own ideals. </p><p>The funny thing is, I can almost envision what that game would look like. It would be something like a streamlined 5e where tactical positioning mattered (but cutting out confusing action elements like Bonus Actions, can't trade actions for "lesser" actions), a player could perform maneuvers like trip/grapple but it would be easy for the GM to adjudicate (without needing "action cards"), characters aren't pushovers at 1st level but don't become superheroes.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9339619, member: 42040"] For me, I don't like the dependence of charts in DCC. I'd like to get away from having to reference a book all the time - whether it's for charts, rules, or character attack abilities. Ideally, I wouldn't crack open a book for anything more than to look up a monster's stats or for a character to look up a spell effect. (That's just where I am mentally right now.) I believe it was someone on these boards who said that I've been exhausting myself - my mind, my bookshelves, my gaming budget - trying to find a "perfect" game to reach some imagined nostalgic gaming nirvana. And it's tempting to go to OSR games, because that's when my best gaming memories happened (1990s). But I'm not the same guy I was then. Plus, my players have their own ideals. The funny thing is, I can almost envision what that game would look like. It would be something like a streamlined 5e where tactical positioning mattered (but cutting out confusing action elements like Bonus Actions, can't trade actions for "lesser" actions), a player could perform maneuvers like trip/grapple but it would be easy for the GM to adjudicate (without needing "action cards"), characters aren't pushovers at 1st level but don't become superheroes. [/QUOTE]
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