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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Hiding and Blindness (updated)
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="clearstream" data-source="post: 7529490" data-attributes="member: 71699"><p>Isn't it <u>all</u> a DM's call? Every part. Sticking someone with a short sword has as many variables, very different from flailing them, yet both are summarised to an attack roll.</p><p></p><p>Game rules are constitutive. They're limitations accepted as a group in order to create an interesting experience. Hard and fast rules, covering common situations, help maintain the flow, and enable and validate player actions... their leverage over the shared narrative. In order to be robust, they should have care in construction, feedback, playtesting, thought given to how they impact the gestalt of other rules. They should buttress rather than dissipate suspension of disbelief. They have value.</p><p></p><p>Your examples absolutely chime for me - my similar experience is from larping in pitch-black WW2 tunnels. We don't need a realistic simulation; we just need rules that are resilient, work well with other rules, and give a decent narrative feel and fair mechanical benefits or penalties.</p><p></p><p>./mini rant ends</p></blockquote><p></p>
[QUOTE="clearstream, post: 7529490, member: 71699"] Isn't it [U]all[/U] a DM's call? Every part. Sticking someone with a short sword has as many variables, very different from flailing them, yet both are summarised to an attack roll. Game rules are constitutive. They're limitations accepted as a group in order to create an interesting experience. Hard and fast rules, covering common situations, help maintain the flow, and enable and validate player actions... their leverage over the shared narrative. In order to be robust, they should have care in construction, feedback, playtesting, thought given to how they impact the gestalt of other rules. They should buttress rather than dissipate suspension of disbelief. They have value. Your examples absolutely chime for me - my similar experience is from larping in pitch-black WW2 tunnels. We don't need a realistic simulation; we just need rules that are resilient, work well with other rules, and give a decent narrative feel and fair mechanical benefits or penalties. ./mini rant ends [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Hiding and Blindness (updated)
Top