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How Complex Should D&D Be?
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<blockquote data-quote="Ariosto" data-source="post: 5027616" data-attributes="member: 80487"><p>With "a lot" on hand, I presume that you can give at least <em>one</em> as an example.</p><p></p><p>Says you, and you can dictate to yourself -- but not to anyone else. What you are looking for are artificial <strong>limits</strong>, and so you see them even though you are imposing them on yourself.</p><p></p><p>The rest of us did not need a sub-game of "skill points" to have our characters be tyro tailors, sailors or retailers. We did not need a complex of "feats" and arcane combat systems when the <strong>basic</strong> mechanisms permitted countless permutations. </p><p></p><p>What you call "mechanical restrictions" are more literally <em>absences of restriction</em>. Without the chessboard, how can we play chess, eh? Gygax made chess-like noises about AD&D, but in the end it was still D&D -- still more like poker!</p><p></p><p>WotC went whole hog into the business of defining what you can and cannot do, and how many hoops you have to jump through just to figure out which is which. Not as a collection of handy optional tools for the DM, but explicitly as THE RULES -- the very <em>means</em> by which character-players are supposed to "play the game" -- as if it were Sorry! or Monopoly. The "freedom" of players, having been so constrained, was made dependent on <em>the DM</em> being bound by dictates. The noisiest part of the player culture made even more ado about that than did the designers.</p><p></p><p>Yes, I understand that. Do you understand that in fact these are not <em>adding</em> a jot or tittle except as interesting examples? That when taken as <strong>prescriptive</strong> they are restrictive?</p><p></p><p>What you celebrate is simply the accumulation of rules -- and that is okay. You can have a whole pile of delightful restrictions without needing to impose them on <strong>everyone</strong>! It is necessary only that they should be <em>available</em> to anyone who <em>wants</em> to play that way.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5027616, member: 80487"] With "a lot" on hand, I presume that you can give at least [i]one[/i] as an example. Says you, and you can dictate to yourself -- but not to anyone else. What you are looking for are artificial [b]limits[/b], and so you see them even though you are imposing them on yourself. The rest of us did not need a sub-game of "skill points" to have our characters be tyro tailors, sailors or retailers. We did not need a complex of "feats" and arcane combat systems when the [b]basic[/b] mechanisms permitted countless permutations. What you call "mechanical restrictions" are more literally [i]absences of restriction[/i]. Without the chessboard, how can we play chess, eh? Gygax made chess-like noises about AD&D, but in the end it was still D&D -- still more like poker! WotC went whole hog into the business of defining what you can and cannot do, and how many hoops you have to jump through just to figure out which is which. Not as a collection of handy optional tools for the DM, but explicitly as THE RULES -- the very [i]means[/i] by which character-players are supposed to "play the game" -- as if it were Sorry! or Monopoly. The "freedom" of players, having been so constrained, was made dependent on [i]the DM[/i] being bound by dictates. The noisiest part of the player culture made even more ado about that than did the designers. Yes, I understand that. Do you understand that in fact these are not [i]adding[/i] a jot or tittle except as interesting examples? That when taken as [b]prescriptive[/b] they are restrictive? What you celebrate is simply the accumulation of rules -- and that is okay. You can have a whole pile of delightful restrictions without needing to impose them on [b]everyone[/b]! It is necessary only that they should be [i]available[/i] to anyone who [i]wants[/i] to play that way. [/QUOTE]
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