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Towards 5E - An Advanced Ruleset
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<blockquote data-quote="Blue" data-source="post: 4504498" data-attributes="member: 20564"><p><strong>The lien between world and rules</strong></p><p></p><p>I think there is a fuzzy line between world and campaign, and it may be useful to break down your Charter points between the two. I think you recognize this, with your strong point:</p><p></p><p></p><p></p><p>I'll take this a step further. I want rules that allow me to run/play in a campaign that fits <em>my group's</em> style. Someone wanting to do low-magic-item high fantasy and someone who wants to do a neutral merchant-based campaign and someone else wants to do epic sword and horse can at worst not be hindered by the rules, and at best find that the rules are not only flexible enough to handle this, but the meta-rules, the "whys" of design, are spelled out. So that if, for example, you take out a type of class (for that no-divinity game), or all heavy armor (for the swashbuckling pirate game) or reduce/increase magic-items, or greatly increase ability scores (for the scions of the gods game), you understand the effects (and second order effects) on the rules and how to offset them to keep things balanced and fun.</p><p></p><p></p><p></p><p>I feel this is close but slightly off. When DMing, I want to be able to scare players, to give them legitimate options to run or not, and if they make poor choices, penalize them. I want death to be a real possibility. That said, the players and DM have a lot invested in the characters, and I don't mind a safety net vs. meaningless death.</p><p></p><p>If I was wiser, perhaps I'd see a way to balance that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One thing to kick around is that there seems to a boolean alive/no-alive, with no grey areas between. If the DM had other lasting chastisements of lesser magnitude than death, that did not make the character less fun to play, that might be something.</p><p></p><p></p><p></p><p>I'm not even sure if I think rules should put forth an economy. I think that "expected" levels of treasure where the mathematics of the game system break down if you don't have (and I'm looking at both 3.x and 4ed) are tight fetters to make a group fit into. I'd rather that the economy was part of the decision for setting.</p><p></p><p>Cheers,</p><p>=Blue(23)</p></blockquote><p></p>
[QUOTE="Blue, post: 4504498, member: 20564"] [b]The lien between world and rules[/b] I think there is a fuzzy line between world and campaign, and it may be useful to break down your Charter points between the two. I think you recognize this, with your strong point: I'll take this a step further. I want rules that allow me to run/play in a campaign that fits [I]my group's[/I] style. Someone wanting to do low-magic-item high fantasy and someone who wants to do a neutral merchant-based campaign and someone else wants to do epic sword and horse can at worst not be hindered by the rules, and at best find that the rules are not only flexible enough to handle this, but the meta-rules, the "whys" of design, are spelled out. So that if, for example, you take out a type of class (for that no-divinity game), or all heavy armor (for the swashbuckling pirate game) or reduce/increase magic-items, or greatly increase ability scores (for the scions of the gods game), you understand the effects (and second order effects) on the rules and how to offset them to keep things balanced and fun. I feel this is close but slightly off. When DMing, I want to be able to scare players, to give them legitimate options to run or not, and if they make poor choices, penalize them. I want death to be a real possibility. That said, the players and DM have a lot invested in the characters, and I don't mind a safety net vs. meaningless death. If I was wiser, perhaps I'd see a way to balance that. :) One thing to kick around is that there seems to a boolean alive/no-alive, with no grey areas between. If the DM had other lasting chastisements of lesser magnitude than death, that did not make the character less fun to play, that might be something. I'm not even sure if I think rules should put forth an economy. I think that "expected" levels of treasure where the mathematics of the game system break down if you don't have (and I'm looking at both 3.x and 4ed) are tight fetters to make a group fit into. I'd rather that the economy was part of the decision for setting. Cheers, =Blue(23) [/QUOTE]
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Towards 5E - An Advanced Ruleset
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