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General Tabletop Discussion
*TTRPGs General
Exception-Based Design?
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<blockquote data-quote="Laurefindel" data-source="post: 9339688" data-attributes="member: 67296"><p>I love exception-based design when the base system is very simple. In theory, the basics should be easy to grasp and to remember, and players and monsters gain abilities allowing them to either a) add to the general rules in certain conditions or b) ignore the general rules in certain conditions. WFRP 1e and 2e remain my favourite exception-based systems.</p><p></p><p>The more complex the base system, the least I like exceptions to it. A good workaround is when exceptions are "planned" in the base system. For example, i like the concept of bonus action in D&D because the base system acknowledges that characters will have extra abilities. Bonus action helps to codify them in a broad category.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9339688, member: 67296"] I love exception-based design when the base system is very simple. In theory, the basics should be easy to grasp and to remember, and players and monsters gain abilities allowing them to either a) add to the general rules in certain conditions or b) ignore the general rules in certain conditions. WFRP 1e and 2e remain my favourite exception-based systems. The more complex the base system, the least I like exceptions to it. A good workaround is when exceptions are "planned" in the base system. For example, i like the concept of bonus action in D&D because the base system acknowledges that characters will have extra abilities. Bonus action helps to codify them in a broad category. [/QUOTE]
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Exception-Based Design?
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