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General Tabletop Discussion
*Pathfinder & Starfinder
I'd like to change some of the rule set. Need advice.
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<blockquote data-quote="Joe Sumfin" data-source="post: 6440060" data-attributes="member: 6774800"><p>I don't have a group I'm DM'ing yet and I wouldn't just drop this on them. This thing would be a work in progress, which is why I came here looking for anything you all might find might come up at some point.</p><p></p><p>We would all agree to the rules before I would even want to DM thing thing. The thing with me is that its not that I don't like the pathfinder system but I find its so number crunchy. Yes, STR checks make sense and it all makes sense but honestly I'm just looking for ways to speed up the process and keep the rolls to a minimum but still have it fair.</p><p></p><p>I would want the players to interact with the world and think out of the pathfinder box of "I have these feats and thats all I'm going to use." To me and from what I've seen from some of the players is each round kind of becomes the same. I want to try to figure out how to avoid that.</p><p></p><p>As for going strictly Dungeon World, I do like their system but I don't know their ruleset 100% but I don't think I like the ... reactional stuff. Like "In this situation, this has to happen or has a reaction." I forget what they call it but its like the players only have a set of options they can use during situations.</p><p></p><p>I guess what got me to even thinking down this road is that I'm new to the D&D/Etc scene and I've never played old school 1e/etc before. But I pictured D&D more as a DM explaining the scene, what you've walked into and you just saying what you want to do, look at/etc. More RP heavy, and yes some of my group isn't RP heavy but I wouldn't drowned them in RP but the world needs flavor besides combat.</p><p></p><p>What got me to thinking about this is a little booklet I found on the net called the Quick Primer for Old School Gaming. <a href="http://entertainment.lilithezine.com/Quick-Primer-for-Old-School-Gaming.html" target="_blank">http://entertainment.lilithezine.com/Quick-Primer-for-Old-School-Gaming.html</a></p><p></p><p>Quote from the book(which is at the link)</p><p>[h=3]First Zen Moment: Rulings, not Rules[/h]<span style="color: #000000"><span style="font-family: 'arial'">Most of the time in old-style gaming, you don’t use a rule; you make a ruling. It’s easy to understand that sentence, but it takes a flash of insight to really “get it.” The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on. This is why characters have so few numbers on the character sheet, and why they have so few specified abilities. Many of the things that are “die roll” challenges in modern gaming (disarming a trap, for example) are handled by observation, thinking, and experimentation in old-style games. Getting through obstacles is more “hands-on” than you’re probably used to. Rules are a resource for the referee, not for the players. Players use observation and description as their tools and resources: rules are for the referee only.</span></span></p><p><span style="color: #000000"><span style="font-family: 'arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'arial'">My thought would be that all players read that booklet and more or less to agree to give their advice a try.</span></span></p></blockquote><p></p>
[QUOTE="Joe Sumfin, post: 6440060, member: 6774800"] I don't have a group I'm DM'ing yet and I wouldn't just drop this on them. This thing would be a work in progress, which is why I came here looking for anything you all might find might come up at some point. We would all agree to the rules before I would even want to DM thing thing. The thing with me is that its not that I don't like the pathfinder system but I find its so number crunchy. Yes, STR checks make sense and it all makes sense but honestly I'm just looking for ways to speed up the process and keep the rolls to a minimum but still have it fair. I would want the players to interact with the world and think out of the pathfinder box of "I have these feats and thats all I'm going to use." To me and from what I've seen from some of the players is each round kind of becomes the same. I want to try to figure out how to avoid that. As for going strictly Dungeon World, I do like their system but I don't know their ruleset 100% but I don't think I like the ... reactional stuff. Like "In this situation, this has to happen or has a reaction." I forget what they call it but its like the players only have a set of options they can use during situations. I guess what got me to even thinking down this road is that I'm new to the D&D/Etc scene and I've never played old school 1e/etc before. But I pictured D&D more as a DM explaining the scene, what you've walked into and you just saying what you want to do, look at/etc. More RP heavy, and yes some of my group isn't RP heavy but I wouldn't drowned them in RP but the world needs flavor besides combat. What got me to thinking about this is a little booklet I found on the net called the Quick Primer for Old School Gaming. [URL]http://entertainment.lilithezine.com/Quick-Primer-for-Old-School-Gaming.html[/URL] Quote from the book(which is at the link) [h=3]First Zen Moment: Rulings, not Rules[/h][COLOR=#000000][FONT=arial]Most of the time in old-style gaming, you don’t use a rule; you make a ruling. It’s easy to understand that sentence, but it takes a flash of insight to really “get it.” The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on. This is why characters have so few numbers on the character sheet, and why they have so few specified abilities. Many of the things that are “die roll” challenges in modern gaming (disarming a trap, for example) are handled by observation, thinking, and experimentation in old-style games. Getting through obstacles is more “hands-on” than you’re probably used to. Rules are a resource for the referee, not for the players. Players use observation and description as their tools and resources: rules are for the referee only. My thought would be that all players read that booklet and more or less to agree to give their advice a try.[/FONT][/COLOR] [/QUOTE]
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I'd like to change some of the rule set. Need advice.
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