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I guess I really do prefer simplicity

No doubt; I commented on Hairfoot's simultaneous claim of using consensus to make frequent decisions and 'rocketing' through his game, which seems an oxymoronic statement.
Strawman.
It's only an oxymoron if we accept that OD&D is played the way you claim, based on your meagre knowledge, instead of the way that every experienced OD&D player in this thread has described.


Wrong. Since my first post, where I might have avoided all this fuss by adding an 'IMO,' I've been very careful to use 'I' statements and be politically correct about what others enjoy.

Not wrong. Glaringly right, in fact.

"I've been very patient", "insulting tangents", "politically correct".

You're trying to give the impression that you're generously refraining from smacking us all down for our silly opinions, but you haven't managed to make a single point yet without rolling out strawmen, segueing into peculiar anecdotes about brothers with forks, and straight-up telling people that they're not playing their game the way the say they are.

You can keep going with the condescension, but if you think it's covering up the frailty of your arguments, you're mistaken.

All I have is a couple vague promises of house ruled options; I and others have asked for specific examples but have got none. So we have to assume that every time something comes up in game that's not covered by the rules, you folks are making house rules on the spot.

You haven't. You entered the thread at post #46 and have Bulverised, built strawmen and dictated to strangers that you know more about what happens at their game table than they do, but at no point have you asked for specific examples.

The groups I've played in and observed agree on a suite of rules before the campaign begins. Once that's done there's rarely a need to adjudicate anything in a hurry. If a novel situation does crop up, the DM's decision usually suffices. Otherwise a precedent or brief discussion settles it.

Remember that this is using a ruleset which doesn't require constant consultation of the books, so the time-wastage argument is null and void.

As to specific rules, this is the beauty of it. Everyone can use however much of whatever they like.

For example, I like broad professions for PCs that indicate a general area of expertise, such as sailor, gladiator, or scholar. That gives me an indication of what a character can do with no trouble, and what constitutes a difficult task for them. Much neater than skill points, and locks in nicely with background descriptions.

For physical skills, I've used d20 roll-under-stat methods and Xd6 according to expertise and difficulty, but many groups use almost nothing other than the rules, preferring to describe and let the DM judge. I might try that next time I run a retro game, but my preference is for dice and modifiers for physical tasks.


I don't have the CS anymore, but I can tell you just as easily how a cleric becomes a bard: instead of a holy symbol I gave him a flute and mentioned him playing it around the campfire and when he used a buff power. Instead of praying incessantly, he sang incessantly.
Cool. And he used the bard mechanics, too? He had the bard's access to social skills? The legend and lore abilities? If not, you're describing a cleric with a flute. The ruleset makes you choose one or the other. You cannot play a cleric-ish bard.

Isn't your argument that complex rulesets allow diversity and distinction for PCs? Because the example you've given seems to be a clear case of rules overriding the player's concept for the character.

In OD&D you can have as much cleric in your bard as you like.

Hel yeah! I'm not afraid to house rule and home brew when my fave edition occasionally doesn't have anything vaguely resembling what I want to do. In this particular case, I think 4e acts too much like a video game -- sure, moving through an enemy's space should be really dangerous but to rule that a character just can't attempt an action that a real person clearly can is silly for an rpg.
Ah. When I houserule OD&D, it's symptomatic of a horribly broken and restrictive game. When you houserule 4E, it's a sign of the splendid flexibility of the system.

Can't argue with that, can I?

Wow, talk about putting words in my mouth! I am the dictator of my game, but the way I use the rules is far from inflexible or cumbersome. I do seek general agreement in my group, I just don't take inordinate amounts of time to do so. On the rare occasion that something comes up that the rules don't cover, like moving through an enemy's space, I make a call and move on. That call is usually to the players' advantage, and I often go back to it after the session to make sure it's balanced, but I don't stop in the middle of a session to hold a prolonged forum about it.
You made an irrelevant comment about democracy and didn't even try to explain your meaning. Now I'm putting words in your mouth for trying to make sense of it. I feel a strawman coming on...

Oh! There it is! Where did I say or suggest a "prolonged forum" that takes "inordinate amounts of time"? Where did anyone else say that?

You're inventing myths about what happens at other people's tables, then attacking the myth. It's an argument you're having with yourself, with the rest of us wondering when you'll get around to addressing what was actually said. Now that takes an inordinate amount of time.

Imagine that I told you you're completely mistaken about how you play your 4E game, and that your statements can't possibly be accurate because I once played a single 3-person session of 4E and therefore know all about it. Would you take me seriously?
 

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Hel yeah! I'm not afraid to house rule and home brew when my fave edition occasionally doesn't have anything vaguely resembling what I want to do.

Occasionally? Oh, what a tale Google tells.


Tequila Sunrise said:
In my fave edition, characters can be actually different in more than just description, and it doesn't require vague and unspecified 'house rule' hand waves.
Quite. You only need to...

Tequila Sunrise said:
basically just replace enhancement bonuses and feat taxes with extra level boosts, and then balance the occasional class/whatever screw-up (feylocks, bear shamans).
...because characters can be made mechanically different, but only if you use house rules. Consistent.


Tequila Sunrise said:
If you like inventing house rules on the spot every time a player wants his character to be something other than Fighting Man #2430, and every time he wants to do something other than make a basic attack roll, by all means the earlier editions are for you. I call it limited, but you of course don't have to live by my word.
Even better, I can live by Tequila Sunrise's Epic Level Handbook 3.75, in the houserules section of this very site.

But that's 3E, of course. 4E doesn't require houserules like the abominable OD&D, so you definitely won't need the Tequila Sunrise Tome of House Rules for Dungeons & Dragons 4th Edition.



Tequila Sunrise said:
So no, I'm not trapped in the 'rules don't cover it, so can't be done' mindset. I'm focusing on mechanical options/rules because that's where I see the lack in earlier editions.
So you mean OD&D's sloppiness is fixed up in later editions? You wouldn't agree, then, that...

Tequila Sunrise said:
The monster design guidelines in the core rulebooks state openly that they’re only an approximation -- Gamers have described those rules as ‘rough’ at best and ‘crudely unbalanced’ at worst. The golden design standard of ‘N + Level’ creates inconsistent monster statistics, and in addition, the original designers themselves ignored their own guidelines most of the time, as many monster statistics presented in the core books seem arbitrarily assigned.



Each to their own, though. Personally, I believe that a game without house rules is like a dragon without wings.

I hope you can take some time out from writing houserules for 4E to tell us why houserules make OD&D so lame.

Or you can stop digging a hole for yourself.
 

Wow, Hairfoot, if I was paranoid I'd think you're stalking me. Let me put my situation this way: 4e requires the least amount of house ruling to play the way I want it to. 3e requires 100 times the house ruling to play the way I want it, and 2e requires 100 times that. I've only played one session of OD&D, but going by that experience it would require at least that much house ruling.
For example, I like broad professions for PCs that indicate a general area of expertise, such as sailor, gladiator, or scholar. That gives me an indication of what a character can do with no trouble, and what constitutes a difficult task for them. Much neater than skill points, and locks in nicely with background descriptions.

For physical skills, I've used d20 roll-under-stat methods and Xd6 according to expertise and difficulty, but many groups use almost nothing other than the rules, preferring to describe and let the DM judge. I might try that next time I run a retro game, but my preference is for dice and modifiers for physical tasks.
Hooray! Finally, an example of dealing with unlisted actions! Not to my taste, but to each their own.
Cool. And he used the bard mechanics, too? He had the bard's access to social skills? The legend and lore abilities? If not, you're describing a cleric with a flute. The ruleset makes you choose one or the other. You cannot play a cleric-ish bard.
No wonder I'm getting nowhere fast with you; apparently you still think my edition of choice is 3e. Get back to me when you get your facts straight, and when you stop making patently untrue statements. (I'm sure you saw a cleric-ish bard or similar conglomeration, with all that freedom you get in rules-light systems. It works the same way in 4e, except there are more rule options to back you up -- it's called multiclassing.)
 

No wonder I'm getting nowhere fast with you; apparently you still think my edition of choice is 3e. Get back to me when you get your facts straight, and when you stop making patently untrue statements. (I'm sure you saw a cleric-ish bard or similar conglomeration, with all that freedom you get in rules-light systems. It works the same way in 4e, except there are more rule options to back you up -- it's called multiclassing.)

Crumbs. You’ve got me there. I was basing my argument on your constant use of straw men, unfounded assertions about other people’s games, proud lack of experience, the glaring contradiction between what you say and what you do, and the facade of condescending arrogance you affect in order to dismiss reasonable criticism.

I didn’t realise I have to guess your favourite game, too.

Let’s see…

You’ve published reams of houserule material for 4E, including a commercial booklet, consistently mention 4E in the context of your “fave game”, and the only positive examples of play you cite use 4E as the system.

Hmm. Is your favourite game…Rifts? I knew it!

Now, tell us more about this cleric. Did he get streetwise, thievery and acrobatics as class skills? Does he get to use the bard-implement feats? Will he be getting Swift Invisibility at 6th level?

That’s all bardy stuff the bard gets for being a bard. Did your “fluff” get translated into rules? If not, that contradicts your entire argument. I thought your fave game allowed you to “back [your] fluff up”. Where are the rules that distinguish this cleric from the other clerics?

In OD&D your character is exactly what you describe, without needing to bend and fudge it to fit the mechanics.

As for multiclassing, why can’t I start as a bard with cleric features if that’s my concept for the character? Why do I have to wait? That would mean I have to alter my story for the character in order to squeeze it into the rules, which is precisely what you deny is a shortcoming of dense rulesets.

Tequila Sunrise said:
Hooray! Finally, an example of dealing with unlisted actions! Not to my taste, but to each their own.

Oh, good. Glad I’m up to scratch. Now show us where you specifically requested examples, as you claim. You’re going to reach for post #100, of course, so I’ll remind you now that rhetorically asking if an OD&D character gets the same bonus a 4E character would, just so you can dismiss it, doesn’t count.


Now, let’s recap.

You argue that (a), OD&D offers less diversity than your "fave game" because character descriptions don’t translate into rules, and, (b), that the system is unworkable because it requires too many houserules to function properly.

To back (a) up, you’ve provided an example character which has mechanics completely unrelated to its description because the rules don’t allow that much versatility, while in OD&D the rules would allow the character to be precisely what the player describes. Your argument does not withstand scrutiny.

As for (b), let’s review what you’ve said about the matter:

Tequila Sunrise said:
In my fave edition, characters can be actually different in more than just description, and it doesn't require vague and unspecified 'house rule' hand waves. And that's why I say that OD&D (or whatever it was) is more limited than 4e/3e.

Tequila Sunrise said:
If you like inventing house rules on the spot every time a player wants his character to be something other than Fighting Man #2430, and every time he wants to do something other than make a basic attack roll, by all means the earlier editions are for you. I call it limited, but you of course don't have to live by my word.

Tequila Sunrise said:
So we have to assume that every time something comes up in game that's not covered by the rules, you folks are making house rules on the spot.

Tequila Sunrise said:
So we have to assume that every time something comes up in game that's not covered by the rules, you folks are making house rules on the spot.

Tequila Sunrise said:
To be clear, my issue isn't with house rules. My issue is with your claim that mechanical individuality is easily obtained via house rules, and then ignoring my requests to provide even one example.

Tequila Sunrise said:
The lesson is that overly complex rules [3e] and light rules [OD&D] both require frequent house rulings to work satisfactorily.

How do any of those statements gel with the fact that you’ve published an entire web document of house rulings for 4E to make it work satisfactorily?

You have invented or altered rules for:

  • “Full Floating Ability Bonuses”
  • “Partial Floating Ability Bonuses”
  • Modified wielding for small PCs
  • 7 changes to class powers
  • Removal of class skills
  • Boosts to damage of at-will powers
  • Changes to the Astral Whirlwind power
  • Changes to abilities for Starpact Warlocks
  • Major changes to wizard’s spellbooks
  • Weakening of the Orb of Imposition
  • An AC boost to Bear Shamans
  • 5 major changes to magic item rules
  • Alterations to saving throws for worsening of effects
  • Boost to monster power
  • Removal of 10 separate feats
  • Heavy armour AC changes
  • 4 major changes to item enhancement.
Oh, and you’ve commercially published a booklet which replaces the entire 4E system for designing monsters.

That’s 37 house rules even without the monster builder. 37! Is there any original 4E material left that you’ve left untouched?

How many houserules were used when you played that one almighty session of OD&D and became the all-knowing oracle you are today? Two? Half a dozen? Thirty-freaking-seven?

In over 25 years, I’ve never seen a game – any game – with that many house rules. If you’re ready to put that much work into altering 4E to suit you, why not save half the time and trouble and just add rules to OD&D until you get the same result? Or build a game from scratch?

Your chutzpah is remarkable, but what on earth convinced you you’d be able to pan OD&D for house rules when you’re the most prolific 4E house ruler on the internet?

You had the option to retire gracefully. It’s been said over and over in the thread that it’s OK for people to like different things, but you were determined to prove that OD&D is objectively terrible. Then, you could have based your argument on something solid and consistent, but, no, it had to be house rules.

Surely you realise how ridiculous you look now.

I chuckled extra hard where you changed the rules for small characters because ”being Small has only disadvantages, which some DMs and players think is unfair. Using this house rule, Small characters use two-handed and versatile weapons just as Medium characters do.”

After all the lofty criticism of OD&D’s simplicity, you want a house rule for 4E to make all characters conform to the same mechanic? The irony speaks for itself.

Give us a break. You've proven beyond doubt that you haven't the slightest idea what you're talking about when it comes to OD&D, and your house rule argument is hypocritical on a grand scale.
 

I didn’t realise I have to guess your favourite game, too.

Let’s see…

You’ve published reams of houserule material for 4E, including a commercial booklet, consistently mention 4E in the context of your “fave game”, and the only positive examples of play you cite use 4E as the system.

Hmm. Is your favourite game…Rifts? I knew it!
Ah, so you did catch the hint sometime after my first post in this thread, in which I mentioned that I prefer 4e! So tell me, Hairfoot, why pretend you didn't know? Why the repeated references to 3e during these questionnaires? For someone who yells 'strawman' so often, you don't seem above using them yourself. Going further, why all this fuss over my opinion? This all started with me expressing a rather mild, albeit politically incorrect, opinion about OD&D. It's hard to believe that you care so much about only one man's opinion.

In any case, enjoy your game. If I were a better man, I might read through your wall of rant, but my eyes have glazed over. Again, good gaming, and may your adventures be always full of wonder and excitement.
 

sFi_slapfight.gif
This is entertaining. :)
 


Wow, Hairfoot, if I was paranoid I'd think you're stalking me.
Google-stalking is old hat for Hairfoot. You're lucky he didn't bring out the big guns and dig into your 12-year-old Amazon reviews to prove ... something. I'm still scratching my head about what that was supposed to prove, honestly. :)

-O
 



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