How much rules are too much rules?

How specific and complex do you prefer the rules to be?

  • 1 - Only bare bones for the most standard actions.

    Votes: 2 4.2%
  • 2

    Votes: 14 29.2%
  • 3 - Specific rules for most situations that commonly arise.

    Votes: 25 52.1%
  • 4

    Votes: 5 10.4%
  • 5 - There should be rules for everything PCs can do.

    Votes: 2 4.2%


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As much as I love to play games with 500 - 600 page rulebooks, I think it's too many rules unless the game is a toolkit. HERO is perfectly justified in having that many pages and more for a rulebook because of what it is, while at times, I find Pathfinder a bit redundant in spots (but I love PF!).

I really would like the next version of D&D to be scaled down so that the "core" ruleset is at most 128 pages for a PH. For the DMG, if necessary, another 128 pages. Even when I think about this, I'd still like to see it whittled down to 64 pages for a PH and 96 pages for a DMG.

Or maybe 64 pages for the core and 300+ pages for the optional modules to emulate the various editions. I don't know, I'm just tossing out ideas here. ;)
 




And I hope you get that in 5eNext, but would less or more rules affect that? Isn't that more of a style of play rather than a rules this?

The more rules support an activity has, and the less it relies on DM fiat, the more comfortable I am with it being "important", as DM and as player.

The big problem I have with "creative and non-violent" solutions in DnD is they tend to make the really weak non-combat rules more important than the well-crafted and coherent combat rules. Game rules are the physics of the world, and good ones do more to create immersion, for me, than anything else. DM fiat is inherently a break with those rules, and thus risks breaking immersion.
 

I think that rules should cover most things (about 75%), but I can't see them covering every conceivable situation. As new things come up, the group discusses new house rules to address them.
 

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