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<blockquote data-quote="Tony Vargas" data-source="post: 5345003" data-attributes="member: 996"><p>I don't actually see a big disconnect between 'bad rule a good DM can fix on the fly' and what you said. Seriously, you just said it in a much nicer way. </p><p></p><p>And, the limits on the power - it wares off in a random period of time, gives a save, and doesn't force risk of life and property - are the /same/ as in some prior eds. It wasn't 'fixed' in those eds, either. </p><p> </p><p></p><p> </p><p>Well I'd say 'mechanically consistent' rather than 'rigid,' that's also just saying the same thing more nicely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Seriously, though, I'd judge a rule set that worked adequately, if in a staid manner that didn't much encourage creativity, for average players, but could still be used creatively by 'advanced' or 'good' DMs/players, to be 'good.' Conversely, a ruleset that only worked adequately in the hands of the 'good' DM/players, and didn't discourage creativity at all, I couldn't judge 'good.' I'm sorry, I just think that it makes more sense to have rules that are balanced and playable for the broadest set of players, even if that means they might feel a little 'rigid' to more sophisticated players, or somehow 'discourage' more casual players from stepping outside the box they haven't really even gotten familiar with yet. It's a value judgement, I know, and tastes differ. It just strikes me as a good idea to aproach a ruleset with a certain degree of ... I don't know... responsibility?</p><p> </p><p>I know I've seen threads on Enworld discussing how players will fill limited to just the numbers on the cards in front of them. I've seen it in my own games. I've had to write up power cards for my players that say, "Do something creative!" in order for them to feel free to use stunts. </p><p> </p><p>Thus, for me, powers that have a bit of flavor built in are an appealing direction for the game - provided that they are able to avoid the abuses seen in such powers in the past, and I feel that Instant Friends does so.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Tony Vargas, post: 5345003, member: 996"] I don't actually see a big disconnect between 'bad rule a good DM can fix on the fly' and what you said. Seriously, you just said it in a much nicer way. And, the limits on the power - it wares off in a random period of time, gives a save, and doesn't force risk of life and property - are the /same/ as in some prior eds. It wasn't 'fixed' in those eds, either. Well I'd say 'mechanically consistent' rather than 'rigid,' that's also just saying the same thing more nicely. ;) Seriously, though, I'd judge a rule set that worked adequately, if in a staid manner that didn't much encourage creativity, for average players, but could still be used creatively by 'advanced' or 'good' DMs/players, to be 'good.' Conversely, a ruleset that only worked adequately in the hands of the 'good' DM/players, and didn't discourage creativity at all, I couldn't judge 'good.' I'm sorry, I just think that it makes more sense to have rules that are balanced and playable for the broadest set of players, even if that means they might feel a little 'rigid' to more sophisticated players, or somehow 'discourage' more casual players from stepping outside the box they haven't really even gotten familiar with yet. It's a value judgement, I know, and tastes differ. It just strikes me as a good idea to aproach a ruleset with a certain degree of ... I don't know... responsibility? I know I've seen threads on Enworld discussing how players will fill limited to just the numbers on the cards in front of them. I've seen it in my own games. I've had to write up power cards for my players that say, "Do something creative!" in order for them to feel free to use stunts. Thus, for me, powers that have a bit of flavor built in are an appealing direction for the game - provided that they are able to avoid the abuses seen in such powers in the past, and I feel that Instant Friends does so.[/QUOTE] [/QUOTE]
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