Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
"I hate math"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 1654828" data-attributes="member: 5890"><p>Unfortunately, you're trying to run a game which can basically be attempting to simulate ANYTHING. Anything at all. Which means that the GM (who, in the game of kriegspiel must be a totally unbiased expert in military tactics whos judgement is totally accepted by all the players) needs to be a respected expert in EVERYTHING. Otherwise the game breaks down into arguements about... everything he's not an expert in. Beyond that, few GM's are capable of that sort of totally unbiased judgement, especially in the face of an argumentative player. The D&D game system is an attempt to set out rules which, while not accurately simulating everything, do provide a common ground to work with. Throwing them out in favour of a wholly judgement-based system is, IMHO a bad idea.</p><p></p><p>Furthermore, any game which is wholly relying on the whims of the GM (which, lets face it, this model is) is not a simulationist's game. It's a narrative game. It may be a really realistic story, but it's still a story before a game or a simulation.</p><p></p><p>How does it support tactical play? Tactics tend to be based on a firm understanding of the situation, which is why they're totally ruined by bad intelligence.</p><p></p><p>If that bad intelligence is part of the game (ie - your character doesn't understand fact X), that's fine - it's still tactical play.</p><p></p><p>If the bad intelligence is rooted in the system (ie - noone knows what the rules actually are, or the rules change often), then tactical play becomes impossible.</p><p></p><p>Yeah, but I don't think any of the systems you've brought up would have the 'feel' of D&D in the slightest.</p><p></p><p>The power attack one just eliminates the bonuses for power attack on AoO's. You could also allow power attack on an attack by attack basis, so you NEVER need to remember the power attack number. That increases options and reduces complexity in the same way.</p><p></p><p>The expertise one doesn't remove any options.</p><p></p><p>The dodge bonus one doesn't remove any options - it just makes the dodge feat more powerful.</p><p></p><p>Modifications to AC simply mean that incorporeal touch-attacking creatures are the same as any other touch-attacking creature. Which doesn't really limit options. If you want defense against them, you can get it. The only difference is that it's an active defense, not a passive one.</p><p></p><p>Time alterations on spells don't actually make a difference. In practise, 1 rd/level spells last for a single combat, and expire if there's a break. 1 minute/level spells last until there's a pause in the action, like taking 20, or resting. 1 hour/level spells last all day. This is because, in practise, the DM governs how much time things take. If you step through an entire adventure in 6-second increments, you'll usually find that the whole thing gets done in almost no time at all. Typically a DM will declare, as fiat that a particular spell, or group of spells has expired as characters fart about. It makes no real difference to how the game goes, unless you're in a habit of playing high-level characters who routinely break of combat and return to it because they know their spells will last.</p><p></p><p>Actually - I don't think it does. Typically the players NEVER get told how many hitpoints a monster has. Typically the DM doesn't get much of an emotional attachement to an individual monster. Hence swapping out hps for a damage save IN THE CASE OF LOW IMPACT MONSTERS will have no effect on flavour at all, but will have an immense impact in terms of speeding up gameplay.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1654828, member: 5890"] Unfortunately, you're trying to run a game which can basically be attempting to simulate ANYTHING. Anything at all. Which means that the GM (who, in the game of kriegspiel must be a totally unbiased expert in military tactics whos judgement is totally accepted by all the players) needs to be a respected expert in EVERYTHING. Otherwise the game breaks down into arguements about... everything he's not an expert in. Beyond that, few GM's are capable of that sort of totally unbiased judgement, especially in the face of an argumentative player. The D&D game system is an attempt to set out rules which, while not accurately simulating everything, do provide a common ground to work with. Throwing them out in favour of a wholly judgement-based system is, IMHO a bad idea. Furthermore, any game which is wholly relying on the whims of the GM (which, lets face it, this model is) is not a simulationist's game. It's a narrative game. It may be a really realistic story, but it's still a story before a game or a simulation. How does it support tactical play? Tactics tend to be based on a firm understanding of the situation, which is why they're totally ruined by bad intelligence. If that bad intelligence is part of the game (ie - your character doesn't understand fact X), that's fine - it's still tactical play. If the bad intelligence is rooted in the system (ie - noone knows what the rules actually are, or the rules change often), then tactical play becomes impossible. Yeah, but I don't think any of the systems you've brought up would have the 'feel' of D&D in the slightest. The power attack one just eliminates the bonuses for power attack on AoO's. You could also allow power attack on an attack by attack basis, so you NEVER need to remember the power attack number. That increases options and reduces complexity in the same way. The expertise one doesn't remove any options. The dodge bonus one doesn't remove any options - it just makes the dodge feat more powerful. Modifications to AC simply mean that incorporeal touch-attacking creatures are the same as any other touch-attacking creature. Which doesn't really limit options. If you want defense against them, you can get it. The only difference is that it's an active defense, not a passive one. Time alterations on spells don't actually make a difference. In practise, 1 rd/level spells last for a single combat, and expire if there's a break. 1 minute/level spells last until there's a pause in the action, like taking 20, or resting. 1 hour/level spells last all day. This is because, in practise, the DM governs how much time things take. If you step through an entire adventure in 6-second increments, you'll usually find that the whole thing gets done in almost no time at all. Typically a DM will declare, as fiat that a particular spell, or group of spells has expired as characters fart about. It makes no real difference to how the game goes, unless you're in a habit of playing high-level characters who routinely break of combat and return to it because they know their spells will last. Actually - I don't think it does. Typically the players NEVER get told how many hitpoints a monster has. Typically the DM doesn't get much of an emotional attachement to an individual monster. Hence swapping out hps for a damage save IN THE CASE OF LOW IMPACT MONSTERS will have no effect on flavour at all, but will have an immense impact in terms of speeding up gameplay. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"I hate math"
Top