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How comprehensive do you want your RPG game system rules?
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<blockquote data-quote="Geron Raveneye" data-source="post: 3284332" data-attributes="member: 2268"><p>Well...I'm not sure my answer fits your question exactly, but lets see if I can explain what I prefer in a game <em>nowadays</em> (that had to go there since I didn't give a second thought about Basic D&D mechanics and the reasons for them..we simply played, and if something wasn't covered, we made something up, often under a lot of discussion, and had fun either way <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>I prefer a game to have one easy-to-remember mechanic for task resolution, ideally for ANY kind of task resolution, be it combat, social, knowledge, what have you. With that, I'd like a table or two that gives me a) basic DCs/TNs/Thresholds and b) the most common modifiers. b) can be replaced with a table grading modifiers for difficulty level.</p><p></p><p>Example 1: L5R (1E)</p><p>Easy to remember mechanics for any kind of task resolution, with built-in flexibility, one table for general TNs graded by difficulty, an easy to remember modifier mechanic that can be applied by GMs and players alike (through raises from the player), and you're set. Whenever I need something ruled, I can go with these few elements, and come up with a satisfying ruling on the quick, and without cracking a page, or a player throwing a quote to my head when I rule on the fly, and I still stay easily within the system as is. (Still have to crack pages for spell effects, though <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> ...not playing it often enough by far to have them in my head, and my players get REALLY creative with the wide open descriptions sometimes. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> )</p><p></p><p>Basically, I like it when I can make a ruling on my own without having the books as a constant crutch, no matter how easy the rules are to find. I believe being able to come up with a good, quick but consistent, or at least fun-for-all ruling for something in-game is a skill a GM should cultivate, and for that he needs to be able to DO it in the first place, and be challenged to do it now and then. It's part of the fun I get out of being a GM, flexing my creativity a little to allow the players an action in the spotlight that isn't necessarily covered by the rules en detail. If I can make my players go "Cool!" by a quick ruling, that makes my day as GM. If it's all covered in the fine print already, it simply becomes an expected standard, and doesn't create grins so much as frowns when I choose to disallow it for an in-game reason.</p><p></p><p>And somehow, heated discussions over how to make an action possible in a given game system, even during game time, are more fun than heated discussions over why I still should allow some ability or gadget to work even if I clearly state why I won't, for this time. Weird, eh? <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3284332, member: 2268"] Well...I'm not sure my answer fits your question exactly, but lets see if I can explain what I prefer in a game [i]nowadays[/i] (that had to go there since I didn't give a second thought about Basic D&D mechanics and the reasons for them..we simply played, and if something wasn't covered, we made something up, often under a lot of discussion, and had fun either way :) ). I prefer a game to have one easy-to-remember mechanic for task resolution, ideally for ANY kind of task resolution, be it combat, social, knowledge, what have you. With that, I'd like a table or two that gives me a) basic DCs/TNs/Thresholds and b) the most common modifiers. b) can be replaced with a table grading modifiers for difficulty level. Example 1: L5R (1E) Easy to remember mechanics for any kind of task resolution, with built-in flexibility, one table for general TNs graded by difficulty, an easy to remember modifier mechanic that can be applied by GMs and players alike (through raises from the player), and you're set. Whenever I need something ruled, I can go with these few elements, and come up with a satisfying ruling on the quick, and without cracking a page, or a player throwing a quote to my head when I rule on the fly, and I still stay easily within the system as is. (Still have to crack pages for spell effects, though :heh: ...not playing it often enough by far to have them in my head, and my players get REALLY creative with the wide open descriptions sometimes. :lol: ) Basically, I like it when I can make a ruling on my own without having the books as a constant crutch, no matter how easy the rules are to find. I believe being able to come up with a good, quick but consistent, or at least fun-for-all ruling for something in-game is a skill a GM should cultivate, and for that he needs to be able to DO it in the first place, and be challenged to do it now and then. It's part of the fun I get out of being a GM, flexing my creativity a little to allow the players an action in the spotlight that isn't necessarily covered by the rules en detail. If I can make my players go "Cool!" by a quick ruling, that makes my day as GM. If it's all covered in the fine print already, it simply becomes an expected standard, and doesn't create grins so much as frowns when I choose to disallow it for an in-game reason. And somehow, heated discussions over how to make an action possible in a given game system, even during game time, are more fun than heated discussions over why I still should allow some ability or gadget to work even if I clearly state why I won't, for this time. Weird, eh? :lol: [/QUOTE]
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