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I guess I really do prefer simplicity
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<blockquote data-quote="Hairfoot" data-source="post: 4982012" data-attributes="member: 23732"><p>You can spare the sighing. You've been patiently telling other roleplayers that the style of game they enjoy isn't enjoyable, based on a single session of OD&D with two other players and an otherwise limited gaming history.</p><p></p><p>Fluff is entirely relevant because the argument is that newer editions of D&D encourage players to create ultimate crunch and back it up with retconned fluff, while older editions allow free rein of imagination with the rules as a backdrop. </p><p></p><p>People keep saying, quite reasonably, that it's OK for you not to like that preference, but you're apparently determined to prove that we can't possibly be having any fun.</p><p></p><p>You haven't earned the right to be didactic.</p><p></p><p></p><p></p><p></p><p>"On the spot". Can you quote anything in this thread that suggests making a completely new rule, unconnected to previous events, each time a PC does something not covered by the rules?</p><p></p><p>Several posters have pointed out that building a minimal, consistent ruleset for each group is the great strength of OD&D.</p><p></p><p>I call strawman.</p><p></p><p></p><p></p><p>Focus as much as you please. Many of us see no such lack.</p><p></p><p>I very much like the concept for this bard, though. Can you post his character sheet? I'd really like to see how you brought the bard out within the rules of the cleric.</p><p></p><p>But wait...you let a player move through an enemy space, in contradiction to the rules. Does that mean you mean made up a houserule on the spot? </p><p></p><p></p><p></p><p></p><p>Democracies never achieve consensus, but if you meant to say that majority rule is slow, that's absolutely correct.</p><p></p><p>Dictatorships which enforce cumbersome, inflexible rules, OTOH, are far more efficient. Describe for us how such a regime is conducive to fun and good times, and why having majority agreement in a gaming group is undesirable.</p><p></p><p></p><p></p><p></p><p>Rather, a fuller ruleset says, "you can be good at a few things chosen from a limited list according to your character's class, and <em>only </em>those things. We'll have none of this "educated fighter" nonsense."</p><p></p><p>Skill points dictate that each fighter is only suited to being a meathead who can only climb, jump and intimidate, while a sorcerer is penalised for trying to be a streetwise burglar assisted by magic.</p><p></p><p>Then an anecdote about siblings and cutlery. I ask you to explain the relevance.</p><p></p><p></p><p></p><p>Obviously, I asked so that I could gauge the amount of experience you're basing your arguments on. I appreciate your honesty.</p></blockquote><p></p>
[QUOTE="Hairfoot, post: 4982012, member: 23732"] You can spare the sighing. You've been patiently telling other roleplayers that the style of game they enjoy isn't enjoyable, based on a single session of OD&D with two other players and an otherwise limited gaming history. Fluff is entirely relevant because the argument is that newer editions of D&D encourage players to create ultimate crunch and back it up with retconned fluff, while older editions allow free rein of imagination with the rules as a backdrop. People keep saying, quite reasonably, that it's OK for you not to like that preference, but you're apparently determined to prove that we can't possibly be having any fun. You haven't earned the right to be didactic. "On the spot". Can you quote anything in this thread that suggests making a completely new rule, unconnected to previous events, each time a PC does something not covered by the rules? Several posters have pointed out that building a minimal, consistent ruleset for each group is the great strength of OD&D. I call strawman. Focus as much as you please. Many of us see no such lack. I very much like the concept for this bard, though. Can you post his character sheet? I'd really like to see how you brought the bard out within the rules of the cleric. But wait...you let a player move through an enemy space, in contradiction to the rules. Does that mean you mean made up a houserule on the spot? Democracies never achieve consensus, but if you meant to say that majority rule is slow, that's absolutely correct. Dictatorships which enforce cumbersome, inflexible rules, OTOH, are far more efficient. Describe for us how such a regime is conducive to fun and good times, and why having majority agreement in a gaming group is undesirable. Rather, a fuller ruleset says, "you can be good at a few things chosen from a limited list according to your character's class, and [I]only [/I]those things. We'll have none of this "educated fighter" nonsense." Skill points dictate that each fighter is only suited to being a meathead who can only climb, jump and intimidate, while a sorcerer is penalised for trying to be a streetwise burglar assisted by magic. Then an anecdote about siblings and cutlery. I ask you to explain the relevance. Obviously, I asked so that I could gauge the amount of experience you're basing your arguments on. I appreciate your honesty. [/QUOTE]
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