How many Tools do you Need?

Hussar said:
I'd like to pick out two points from your post Celebrim, if you don't mind.

Why would I mind? If I didn't want to talk about it, I wouldn't have posted.

That's not exactly true though is it? You can add a lot more to rule books than just more rules - art, design sidebars, play examples, flavor text can all be added instead of more rules.

No, it isn't exactly true. The alternative to rules is things which tell you how to use the rules. That isn't always bad. However, there is only a certain amount of that you can put in before bad things happen. First, you end up confusing new players (and certain types of older players) over the difference between rules and design guidelines. You end up with a segment of the readership that takes the example of play as the only 'right' way to play, treats the flavor text as rules (usually with reverential words like 'canon'), and so forth. You risk mucking up the games ability to provide a creative outlet, and that can be really bad for a system. D&D has survived in large part because it spawned so many diverse groups. Secondly, the marginal utility of all that stuff decreases more rapidly than the marginal utility of additional rules. The more experienced the player, the more that is true. Simply, once you have abit of experience fluff is less valueable than crunch. Likewise, once you have a bit of experience, being told how to play is significantly less useful than being provided alternatives in play.

I think the nature of source books and what sells tends to back that claim up.

But, do those expanded rules need to be included in the core rules?

No, of course not. There are two good reasons why expanded rules should typically not be part of the core rules. First, it tends to overwhelm new players. And secondly, it tends to increase the minimum investment required to get into the game system.

However, the core book should cover the core experience of play thoroughly and provide clear rules that are in and of themselves sufficiently generic and universal for the situation they proportedly cover.

A clear example of not doing this in 3rd edition is the rules for perception (spot, listen, and search). According to the rules, for each 10' of distance the DC of the perception check increases by 1. For the core experience of play the problems with this rule aren't necessarily evident. That is to say, what the perception rules tell the observent reader is that stealth is not really part of the core experience of play nor is an outdoor encounter part of the core experience of play. Yet, there would be alot of players (myself included) who would claim that stealth and outdoor encounters should be part of the core experience of play, and as best as I can tell there are alot of designers that didn't realize that thier spot rules excluded outdoor encounters from the core experience of play. You see, the problem with the linear penalty to perception from range (besides the fact that it is not realistic) is that it only works 'right' when that penalty is a small fraction of 20. Yet, the rules for ranged weapons and spells and so forth suggest that those sorts of attacks work just fine at 200' (-20 to spot) or 400' (-40 to spot). Hense, as soon as you try to use the rules to adjudicate what happens when someone shoots an arrow at you from 400' away (little more than a football field counting the end zones), you discover that what the rules say is that it is impossible for most people to see anything farther than a couple hundred feet away. The rules fail almost immediately, and we are forced to rely almost entirely on common sense - which will fail us almost immediately if a player has invested resources in being stealthy and doesn't agree with your 'common sense' assessment of what can be seen easily and what can't.

Now, the RAW have the advantage of being simple. But it's not as if better perception systems needed to be that much more complex to gain a large amount of versimilitude/realism. Other game systems with perception type skills have managed. And the thing is, a somewhat more complex perception system wouldn't have impacted most campaigns all that much, because - whether we would like to believe otherwise - for most campaigns stealth really isn't part of the core experience of play and neither are outdoors encounters which begin at long range. Hense, the more complex rules would only impinge strongly on those groups that needed them and needed to use them.

As an aside, fixing issues like this was what I expected of 4e back when I was moderately excited about the idea. But I have virtually no hope that this matter, what I would consider one of the worst flaws in the game, is even going to be addressed. In fact, my suspicion is that my whole complaint will be treated with the sort of dismissive derision by the design team that people who hold that 1-2-1-2 is superior to 1-1-1-1 have been treated. It didn't take me very long at all to realize that I wasn't part of the target market, because none of the big problems I have with 3rd edition are being addressed and I'm repeatedly being told that I'm having problems I'm not having.
 

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hong said:
"When in doubt, the DM's version of common sense takes precedence."

Word.

In my group, we have one simple rule: If you're taking the time to run a game for the rest of us, you have final say on any interpretation of rules.
 

Celebrim said:
No, it isn't exactly true. The alternative to rules is things which tell you how to use the rules. That isn't always bad. However, there is only a certain amount of that you can put in before bad things happen. First, you end up confusing new players (and certain types of older players) over the difference between rules and design guidelines. You end up with a segment of the readership that takes the example of play as the only 'right' way to play, treats the flavor text as rules (usually with reverential words like 'canon'), and so forth.

You say this like it's a negative thing.

Secondly, the marginal utility of all that stuff decreases more rapidly than the marginal utility of additional rules. The more experienced the player, the more that is true. Simply, once you have abit of experience fluff is less valueable than crunch.

Nonsense. Once you have a bit of experience, fluff is more valuable than crunch. New crunch can be derived from old crunch. New fluff cannot be derived from old fluff.
 

Celebrim said:
No, of course not. There are two good reasons why expanded rules should typically not be part of the core rules. First, it tends to overwhelm new players. And secondly, it tends to increase the minimum investment required to get into the game system.

However, the core book should cover the core experience of play thoroughly and provide clear rules that are in and of themselves sufficiently generic and universal for the situation they proportedly cover.
See, when you put it like that, I completely agree with you. I was arguing against the idea that such things have to put in the first three books, that things like the extended frostburn/stormwrack rules should be in the DMG as opposed to general environmental effects/damaging terrain rules which can then be extended by specific GMs or splatbooks as necessary.
 

hong said:
You say this like it's a negative thing.

Probably because it is, when applied to discussion outside your own game. At your own table, what is a rule is your own concern. When you start talking about the rules away from your own table, there has to be agreement on what counts as rules in the first place.

Nonsense. Once you have a bit of experience, fluff is more valuable than crunch. New crunch can be derived from old crunch. New fluff cannot be derived from old fluff.

Your nonsense is nonsense, sir! Old fluff is one of the best inspirations for new fluff - it is called setting evolution.

Overall, though, it depends upon the gamer. We each have strengths and weaknesses. Some have more trouble generating new crunch, some have more trouble generating new fluff. While we might like a product that meets our own requirements perfectly, from the publisher's pooint of view, a more general balance usually needs to be struck.
 

Celebrim said:
In fact, my suspicion is that my whole complaint will be treated with the sort of dismissive derision by the design team that people who hold that 1-2-1-2 is superior to 1-1-1-1 have been treated.

Ya know, after we had all of the various goofy spell area-of-effect layouts, the 1-1-1 makes everything into nice big squares. Much neater at the table. I've never understood why this change was such a big deal.

[/slight tangent]
 

Taking Celebrim's example of spot.

Yes, you are right, by RAW it's virtually impossible for encounters to begin that far away. And, you're right in that it should not be that difficult to spot someone at the other end of a football field.

So, yes, in this case, adding additional rules might be a good idea. Although, I'm not 100% convinced that they are needed. If your DM rules that you cannot see someone at the other end of a football field that isn't trying to hide, I'm more worried about the table than the rules.

I guess I fall a little bit more in the middle. A rule that is good enough most of the time is good enough for me and I'll trust that the DM isn't a dick. I'd rather the rules emphasized to all players that not being a dick is more important than the rules as well. :)

See, I had the 1-2-1 thing come up in the last session I played. We were running away from a big bad nasty. My gnome had a move of 20. So, running speed of 80. I had to count three times on the grid to make sure that I moved the right distance. And, I'm still not 100% sure that I did it right.

With 1-1-1, I would count once and be 100% sure I was right. Is the fact that I might have moved an extra 10 or 20 feet over 1-2-1 worth the time at the table for me to make sure that I moved correctly? IMO, no, it's not. I'd rather sacrifice a (in my mind) tiny bit of realism (20 feet MAX) for speed and accuracy of play.

SSquirrel makes an excellent point as well. Can you accurately, in your head, picture a 30 foot radius circle in 3e? How about a Huge (3x3) creature with a 15 foot reach?

Is the gain in realism worth the loss in time and possible inaccuracy? Again, IMO, no, it's not.

So, I'd rather have rules that work most of the time and not worry about the edges than have rules that have to be extended over and over again to cover the edges. 10 feet=-1 to spot is quick and easy and works most of the time. The few times it doesn't work is where the DM comes in.

Now, to be fair, this can be taken too far the other way as well. Leaving everything up to the DM all the time is bad IMO. There is definitely a happy middle.
 


Hussar said:
But, do those expanded rules need to be included in the core rules?
Preferably, yes, wherever possible...at least the basics.
I never meant that extra books shouldn't be printed. Far from it. Sorry if that wasn't clear. I have zero problems with them coming out with specialized books to cover edge cases - like naval combat or expanded undead rules or whatever.
Ah, but then I'm left with the choice of whether to buy a *whole book* just to get some basic information that could have been beaten down to about 2 or 3 pages in the core DMG...naval combat is a fine example of this. All I want is the basics...something designed by a professional designer and tested to work with the rest of the system, and I'd hope a bit better and more in-depth than the 2-page (1-page in DMG font) thing I dreamed up myself about 20 years ago.

Chase rules are another example.

Now, I'm not suggesting the bit about naval combat needs to be overly long...I don't, for example, need maps of ships etc., nor a write-up on every type of vessel likely to be encountered in the game. Those *are* the purview of a specialty book. But a page or two or three to explain how it works in the game (and it's much different than any other type of combat, if realism applies) would be nice...

Lanefan
 

Lanefan said:
Preferably, yes, wherever possible...at least the basics.Ah, but then I'm left with the choice of whether to buy a *whole book* just to get some basic information that could have been beaten down to about 2 or 3 pages in the core DMG...naval combat is a fine example of this. All I want is the basics...something designed by a professional designer and tested to work with the rest of the system, and I'd hope a bit better and more in-depth than the 2-page (1-page in DMG font) thing I dreamed up myself about 20 years ago.

Chase rules are another example.

Now, I'm not suggesting the bit about naval combat needs to be overly long...I don't, for example, need maps of ships etc., nor a write-up on every type of vessel likely to be encountered in the game. Those *are* the purview of a specialty book. But a page or two or three to explain how it works in the game (and it's much different than any other type of combat, if realism applies) would be nice...

Lanefan

Ack, and I agree with Lanefan as well. The sky truly is falling.

That's pretty much what I'm saying. If you include naval rules, which is something that probably should be in the core books since it's likely to come up, then all I really want to see are enough rules to get me through the scene. It's a fairly corner case that isn't going to be a center piece of most campaigns, but, is likely to come up at least once in a while. So, a page or two of mechanics for dealing with ship to ship combat - very basic, quick and simple, some rules for buying ships and how to crew them and rules for navigating and sailing. Done.

I guess the question becomes, how far off into corner case land do we want to go? Ships and chases? Probably going to come up. Building castles? Maybe. Pregnancy rules? No thanks.
 

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