Joshua Dyal said:
I don't. Not picking on any one person, as I've got no idea who's said this, but a common complaint (or perhaps insult) from rules lite folks is that rules heavy systems cater to gamers with little imagination who can't think of things to do with their character unless it's spelled out for them. And then ironically, those same folks seem to stymied that they can't figure out how to do something that's not specifically called out in the rules of a game like d20. Who is it that lacks imagination again?
You know, I actually find HERO to be ridiculously liberating when it comes to inventive combats, and HERO is arguably even more complex (in some ways) than your average d20 game. I love that my PC can try anything, and be supported rules-wise as they do it. It's awesome.
OTOH, I felt quite a bit at sea when I ran
Buffy. I mean, even initiative in
Buffy is left to GM fiat. I knid of felt that I was just telling the players what they could do, as opposed to
adjudicating what the players did. Not that I don't really like
Buffy, but I think that next time I'd opt to use more rules options.
Mearls touched on this in a blog posting about why he loves battlemats. Basically, having exact locations lain out empowers the players. Wihtout minis, combats become "mother may I". Player: "Am I close enough to hit him?" GM: "Yeah, sure. Go ahead." The player has no power.
Granted, as I mentioned in a post above, this can be minitaged if tactical placement is irrelevant to the resolution system. E.g., Player: "Am I able to attack him?" GM: "What traits do you have?" Player: " I have 'My Name Is Inigo Montoya, You Killed My Father, Prepare To Die' at Rank 17." GM: "That's two higher than his 'Spineless Coward' trait, so you can make your attack."
Yes, I'm looking at
HeroQuest here.