Imaro
Legend
WayneLigon said:The rules per se don't matter; the baseline does. Any rule at all can form the baseline; thus the individual rules themselve have no meaning, just that we have rules at all.
If I release D&D with, say, no classes and no spells, just collections of class abilities and talent trees hung on a base archtype, and a collection of powers and modifiers in place of spells, then we'd all still know what a person was talking about when they talked about a high power or low power game because we're all using the same ruleset. The rules themselves don't matter at all, but what does matter is the fact that we're all on the same page. The idea of 'high power' and 'low power' are neutral terms when talking about rules, because one doesn't follow from the other.
Yet the "feel" of D&D is defined by those base rules, whether it's a whole new set of rules or a tweak to rules that already exsist. Not seeing your point here, the rules still define what the game is. Answer this question then...
So if I make D&D 4e a game with only one mechanic... where you flip a coin with heads=succeeds and tails=fails...(no classes, you just describe your man, no spells you create them on the fly, etc.) is it still D&D? I would argue not to majority of players and the game would fail as representing or even being D&D to most. In fact I would daresay doing this would cause D&D to be defined by most as 3rd edition or earlier, thus we are not on the same baseline and the rules have both defined what is and isn't D&D to each individual. In other words the rules shape whether that baseline is an actually accepted baseline and what the D&D experience is suppose to, on average, be like.