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<blockquote data-quote="Celebrim" data-source="post: 4158073" data-attributes="member: 4937"><p>If situations occurred purely at random, then perhaps not much. The problem with edge cases is that when they exist, players (or particular sorts of DMs) often intentionally set about bringing them about. The edge case ceases to be a rare occurance, and becomes something that happens all the time.</p><p></p><p>I would honestly think targeting 99% cover aims far too low. If you only have 99% cover, then the game is essentially broken all the time in much the same way that a car designed with parts with a 1% failure rate would hardly ever leave the shop. Honestly, I think you want rules that cover 99.9% of the cases that are likely to come up - and takes care to see to it that the .1% that it doesn't cover isn't something people would want to do.</p><p></p><p>I think most systems already aim that high. That's why rule books are 500 pages long, or why successful system really can produce and use dozens of rule books. And those that don't manage the same thing by relying heavily on GM fiat or player concensus to achieve the same thing.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4158073, member: 4937"] If situations occurred purely at random, then perhaps not much. The problem with edge cases is that when they exist, players (or particular sorts of DMs) often intentionally set about bringing them about. The edge case ceases to be a rare occurance, and becomes something that happens all the time. I would honestly think targeting 99% cover aims far too low. If you only have 99% cover, then the game is essentially broken all the time in much the same way that a car designed with parts with a 1% failure rate would hardly ever leave the shop. Honestly, I think you want rules that cover 99.9% of the cases that are likely to come up - and takes care to see to it that the .1% that it doesn't cover isn't something people would want to do. I think most systems already aim that high. That's why rule books are 500 pages long, or why successful system really can produce and use dozens of rule books. And those that don't manage the same thing by relying heavily on GM fiat or player concensus to achieve the same thing. [/QUOTE]
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