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*Pathfinder & Starfinder
How Much of D&D is the Rules?
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<blockquote data-quote="Hussar" data-source="post: 6172726" data-attributes="member: 22779"><p>I went with the 75% option. After all, if the rules don't matter, why did so many people step up to tell me that 3e and then 4e wasn't really D&D? And, conversely, having had multiple conversations with DM's on these boards who have tome sized packets of house rules, I would say that they aren't really playing D&D anymore, but rather some hybrid game based on whatever ruleset they used as a baseline.</p><p></p><p>And, for me anyway, sitting down to play Warhammer, or GURPS Fantasy, or some indie fantasy heartbreaker or D&D, I would say the experiences do vary, and how people play when playing those different games vary pretty widely as well. My experiences with GURPS Fantasy and way, way back when, Chivalry and Sorcery were nothing like my D&D experiences, even though the people I was playing with were generally the same.</p><p></p><p>So, yeah, mechanics matter. As Umbran said above, it's pretty difficult to draw a line as to where mechanics end. The class system informs play to a large degree, for example. I play a paladin differently than a rogue. How much of that is mechanical and how much of that is just me? I don't know, but, my gut says about 70% mechanics.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6172726, member: 22779"] I went with the 75% option. After all, if the rules don't matter, why did so many people step up to tell me that 3e and then 4e wasn't really D&D? And, conversely, having had multiple conversations with DM's on these boards who have tome sized packets of house rules, I would say that they aren't really playing D&D anymore, but rather some hybrid game based on whatever ruleset they used as a baseline. And, for me anyway, sitting down to play Warhammer, or GURPS Fantasy, or some indie fantasy heartbreaker or D&D, I would say the experiences do vary, and how people play when playing those different games vary pretty widely as well. My experiences with GURPS Fantasy and way, way back when, Chivalry and Sorcery were nothing like my D&D experiences, even though the people I was playing with were generally the same. So, yeah, mechanics matter. As Umbran said above, it's pretty difficult to draw a line as to where mechanics end. The class system informs play to a large degree, for example. I play a paladin differently than a rogue. How much of that is mechanical and how much of that is just me? I don't know, but, my gut says about 70% mechanics. [/QUOTE]
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How Much of D&D is the Rules?
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