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*TTRPGs General
Exception-Based Design?
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<blockquote data-quote="aramis erak" data-source="post: 9340373" data-attributes="member: 6779310"><p>I agree that D&D 4E, at least through PHB2, seems to be unified mechanic and 90% of abilities are just flavors on standard bits</p><p></p><p>Each spell and each feat is an exception to the general rules of play. THOSE are every bit as much exceptions as class features are. It's just that they're available to more than one class.</p><p></p><p>That there's a unified means of getting them doesn't make them any less exception based design when each is a pile of exceptions. EG: A damage causing spell is an exception to needing a ranged weapon to attack at range.</p><p></p><p>Now, if all the feats used one of 3 mechanics: Either it gives advantage, swaps an attribute linkage, or adds to a numeric thing, then it wouldn't be exceptions to the mechanics at the same level.</p><p></p><p>To a great extent, any game that has anything other than just attributes and skills is usually exception based to some degree, even GURPS and Savage Worlds. Both have multiple advantages that do things otherwise not possible under the core mechanics. Both have magic/psionics/superpowers systems. (GURPS has different magic rules than Supers rules, and the Psi rules last I checked were the same as supers. Savage Worlds, the type of paranorm you are determines which powers you can get, and even then, some of those are simply granting exceptions to normal limits, or imposing non-stantard limits.</p><p></p><p>Fate tends to be mostly clear of exceptions...</p><p>everything boils down to narrate or skill roll, and how aspects affect those options.</p><p></p><p>2d20, especially in DUNE and STA, is at its heart unified design... but then nearly every talent is an exception to some rule or another.</p><p></p><p>1st ed BRP (which post-dates RQ) is purely skills and atts, no magic, no exception based elements... But Worlds of Wonder adds all the various exceptions for supers, high tech, and Magic.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9340373, member: 6779310"] I agree that D&D 4E, at least through PHB2, seems to be unified mechanic and 90% of abilities are just flavors on standard bits Each spell and each feat is an exception to the general rules of play. THOSE are every bit as much exceptions as class features are. It's just that they're available to more than one class. That there's a unified means of getting them doesn't make them any less exception based design when each is a pile of exceptions. EG: A damage causing spell is an exception to needing a ranged weapon to attack at range. Now, if all the feats used one of 3 mechanics: Either it gives advantage, swaps an attribute linkage, or adds to a numeric thing, then it wouldn't be exceptions to the mechanics at the same level. To a great extent, any game that has anything other than just attributes and skills is usually exception based to some degree, even GURPS and Savage Worlds. Both have multiple advantages that do things otherwise not possible under the core mechanics. Both have magic/psionics/superpowers systems. (GURPS has different magic rules than Supers rules, and the Psi rules last I checked were the same as supers. Savage Worlds, the type of paranorm you are determines which powers you can get, and even then, some of those are simply granting exceptions to normal limits, or imposing non-stantard limits. Fate tends to be mostly clear of exceptions... everything boils down to narrate or skill roll, and how aspects affect those options. 2d20, especially in DUNE and STA, is at its heart unified design... but then nearly every talent is an exception to some rule or another. 1st ed BRP (which post-dates RQ) is purely skills and atts, no magic, no exception based elements... But Worlds of Wonder adds all the various exceptions for supers, high tech, and Magic. [/QUOTE]
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