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"I hate math"
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<blockquote data-quote="I'm A Banana" data-source="post: 2373516" data-attributes="member: 2067"><p>I'm not familiar with the system at all, so I can't really compare what's "powerful" in M&M to what's "powerful" in the D&D kind of baseline. I just know that when characters can pretty much alter the fabric of reality to suit their own needs on a daily basis (<em>wish</em> being the D&D holy grail of this), you're either going to need a lot of rules about what it can actually do (what 3e does), or just say "It's up to the DM to make sure the power isn't out of control" (the majority of other systems I've seen).</p><p></p><p>Personally, I'd rather have a baseline that I can deviate from than be told that I have to basically use my own capricious judgement to determine if something is going to make my game less fun. If I have a baseline, I can depart from it, and I can explain my departure. If it just says "Hey, DM! Make it up as you go along!" it's making me do it's job. The Rules are supposed to, you know, give me rules. It's my call on which ones I want to use and why I want to use them, but if they didn't give me the rules in the first place, why am I buying their books instead of playing glorified army men? </p><p></p><p>But that really gets into Abstract vs. Concrete gaming systems. 3e is NOT an abstract gaming system. It's got nuts, bolts, and gears. It isn't very fast and loose. It's not going to satisfy those needs. It doesn't have to. I don't want it to. The nuts, bolts, and gears make me feel like I have tools to engineer a game.</p><p></p><p>Role Playing is all painting on the same blank canvass. Abstract systems that leave it in the DM's hands are fingerpainting. But I like using a brush, because it helps the picture to look more like what is in my head than my fingers do.</p><p></p><p>I don't want interactive storytelling. A pox upon it. I want a game, and a game has rules. "Too Many" is *entirely* a matter of personal opinion. D&D, AFAIAC, has just about the right amount -- enough to tell me how the world works, not so many that I have to care about the inch-length of every elf's ear to tell me how good their hearing is. At higher levels, when a player can martial more forces, these get more numerous, but level off quickly enough for my milage, and can largely be solved with preparation, DM interaction with the rules (rather than trying to be liberated from the rules), and familiarity with the party and combat.</p><p></p><p>In a con setting, you don't get this, which is why high-level con adventures are almost always going ot be bogged down. In my groups, I've always had this, so it has been fairly seamless.</p><p></p><p>Show me a better way that doesn't result in DM Fiat, and maybe it'll make my game better and I'll adopt it. Otherwise, this is an agree-to-disagree situation between abstract play style and concrete playstyle, from what I see....</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2373516, member: 2067"] I'm not familiar with the system at all, so I can't really compare what's "powerful" in M&M to what's "powerful" in the D&D kind of baseline. I just know that when characters can pretty much alter the fabric of reality to suit their own needs on a daily basis ([I]wish[/I] being the D&D holy grail of this), you're either going to need a lot of rules about what it can actually do (what 3e does), or just say "It's up to the DM to make sure the power isn't out of control" (the majority of other systems I've seen). Personally, I'd rather have a baseline that I can deviate from than be told that I have to basically use my own capricious judgement to determine if something is going to make my game less fun. If I have a baseline, I can depart from it, and I can explain my departure. If it just says "Hey, DM! Make it up as you go along!" it's making me do it's job. The Rules are supposed to, you know, give me rules. It's my call on which ones I want to use and why I want to use them, but if they didn't give me the rules in the first place, why am I buying their books instead of playing glorified army men? But that really gets into Abstract vs. Concrete gaming systems. 3e is NOT an abstract gaming system. It's got nuts, bolts, and gears. It isn't very fast and loose. It's not going to satisfy those needs. It doesn't have to. I don't want it to. The nuts, bolts, and gears make me feel like I have tools to engineer a game. Role Playing is all painting on the same blank canvass. Abstract systems that leave it in the DM's hands are fingerpainting. But I like using a brush, because it helps the picture to look more like what is in my head than my fingers do. I don't want interactive storytelling. A pox upon it. I want a game, and a game has rules. "Too Many" is *entirely* a matter of personal opinion. D&D, AFAIAC, has just about the right amount -- enough to tell me how the world works, not so many that I have to care about the inch-length of every elf's ear to tell me how good their hearing is. At higher levels, when a player can martial more forces, these get more numerous, but level off quickly enough for my milage, and can largely be solved with preparation, DM interaction with the rules (rather than trying to be liberated from the rules), and familiarity with the party and combat. In a con setting, you don't get this, which is why high-level con adventures are almost always going ot be bogged down. In my groups, I've always had this, so it has been fairly seamless. Show me a better way that doesn't result in DM Fiat, and maybe it'll make my game better and I'll adopt it. Otherwise, this is an agree-to-disagree situation between abstract play style and concrete playstyle, from what I see.... [/QUOTE]
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