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I for one hope we don't get "clarification" on many things.
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<blockquote data-quote="pemerton" data-source="post: 6370098" data-attributes="member: 42582"><p>See, 13th Age didn't blow me away in that way. Perhaps this is because I'm familiar with Tweet's earlier RPG "Over the Edge", which is a free-descriptor system (perhaps the first?) that makes Backgrounds and One Unique Thing in 13th Age PC-building look positively rigid.</p><p></p><p>I don't have any trouble tailoring rules as best suits my table. But if the designers think that precise jumping distances are important enough to give fighters a whole class feature based around that, or think the difference between 8d6 and 10d6 damage is important enough to devote around half the game's mechanics (spell slots, spell levels, spell casting, spell descriptions) to determing those differences, am I expected just to ignore them?</p><p></p><p>If changing the damage from 8d6 to 10d6 doesn't matter, then why devote half the game to pretending that it does matter?</p><p></p><p>I'm not sure if you're replying to me or not.</p><p></p><p>For my part, I've got nothing against less codified rules. I've GMed a lot of 4e skill challenges. I've GMed Marvel Heroic RP. I'm playing in a PbP DungeonWorld game.</p><p></p><p>My point, stated upthread and elaborated above in this post, is that if the rules are meant to be flexibly then why is so much of them devoted to pedantic points of detail? If, as a GM, I'm expected to play fast and loose (as I do when assinging damage in a 4e skill challenge, for instance) then why go to so much effort to distinguish different spell levels, spell damages etc in the caster rules? (And mutatis mutandis for Remarkable Athlete, the action economy both in general and across particular classes, etc.)</p><p></p><p>Maybe the DMG will dispel my confusion, but at the moment my confusion persists. As I said, 4e had this issue when combat and non-combat rules interfaced (eg in combat Athletics allows movement in a very defined way, whereas in a skill challenge it's all free narration all the time) but as long as you weren't resolving actions in that interface (which, thankfully, is most of the time, at least for me) it makes it clear whether the game is freewheeling and narrative, or pedantic and granular.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6370098, member: 42582"] See, 13th Age didn't blow me away in that way. Perhaps this is because I'm familiar with Tweet's earlier RPG "Over the Edge", which is a free-descriptor system (perhaps the first?) that makes Backgrounds and One Unique Thing in 13th Age PC-building look positively rigid. I don't have any trouble tailoring rules as best suits my table. But if the designers think that precise jumping distances are important enough to give fighters a whole class feature based around that, or think the difference between 8d6 and 10d6 damage is important enough to devote around half the game's mechanics (spell slots, spell levels, spell casting, spell descriptions) to determing those differences, am I expected just to ignore them? If changing the damage from 8d6 to 10d6 doesn't matter, then why devote half the game to pretending that it does matter? I'm not sure if you're replying to me or not. For my part, I've got nothing against less codified rules. I've GMed a lot of 4e skill challenges. I've GMed Marvel Heroic RP. I'm playing in a PbP DungeonWorld game. My point, stated upthread and elaborated above in this post, is that if the rules are meant to be flexibly then why is so much of them devoted to pedantic points of detail? If, as a GM, I'm expected to play fast and loose (as I do when assinging damage in a 4e skill challenge, for instance) then why go to so much effort to distinguish different spell levels, spell damages etc in the caster rules? (And mutatis mutandis for Remarkable Athlete, the action economy both in general and across particular classes, etc.) Maybe the DMG will dispel my confusion, but at the moment my confusion persists. As I said, 4e had this issue when combat and non-combat rules interfaced (eg in combat Athletics allows movement in a very defined way, whereas in a skill challenge it's all free narration all the time) but as long as you weren't resolving actions in that interface (which, thankfully, is most of the time, at least for me) it makes it clear whether the game is freewheeling and narrative, or pedantic and granular. [/QUOTE]
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I for one hope we don't get "clarification" on many things.
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