Faraer said:No, but then I've never seen that (stood by and let it happen) with a more complex system, either.
Faraer said:Philosophically, though, storytelling is a basic human function -- stories are integral to every human culture. Complex skirmish wargames with dice are not. But my point was just as much to do with the central importance in all this of expectations, environment, and social relations -- of set and setting.
JohnSnow said:I would argue that a good DM and their, presumably, intelligent players learn the rules and don't have to keep looking things up.
JohnSnow said:This DM ad-hoccing can be accomplished without a new game system. Of course, that wouldn't give people any incentive to buy books from Troll Lord Games.
JohnSnow said:Seriously, other than its pseudo-THAC0 skill system and its very elegant saving throw system (which I hope D&D adopts), what does C&C ADD to the d20 experience?
Just curious.
John Morrow said:It's not simply an issue of crappy GMs but GMs who have a different assessment of reality than the players. A GM using a rule-heavy game that substitutes their own assessment of the situation rather than what the rules say is basically using a rule-heavy game like a rule-light game and it shouldn't be surprising that you get the same problems.
In other words, in a rule-light system, I not only have to ask the GM how to resolve the things my character does but I have to ask the GM how they might resolve all sorts of things my character might do simply to consider all my options for that round.
all you are really saying is that running d20 like a rule-light system has all the same problems as a rule-light system.
What's different is that once the GM has established the area, number of combatants, etc., most of the subjectivity has ended in a rule-heavy game but it keeps on going in a rule-light game
Yes, it's possible for a D&D GM to start fudging and adjust abilities and hit points and such in the middle of a rule-heavy encounter but that's not how many players expect their GM to run an encounter in D&D.
Again, all you are really doing is saying that D&D can be run like a rule-light game.
If the GM makes a habit of not changing the DC (either explicitly or understood), then the players can depend on the DCs being reasonably close to what's in the book unless there are modifiers their characters are not aware of. In my experience, that's the norm. Whether it really is or isn't the norm. that option does not exist for a rule-light game unless the GM makes it up.
The difference between a lighter system and a heavier system is that the heavier system provides a baseline.
Heck, I've seen different GMs who have played together for a decade or more come up with wildly different difficulty assessments for the same tasks using many rule-light systems like Fudge.
It's not an issue of being impartial, fair, and consistent. It's a matter of objectivity and the GM being on the same page as the players concerning difficulty and probability.
But what would happen if a role-player picked up C&C who had never played D&D 3e? Would they really be as consistent and predictable as you expect them to be? From my own experience with subjective GM assessments, in many cases, I doubt it.
John Morrow said:Have you ever seen an entire group of inexperienced gamers pick up and successfully use a rule-light system without an experienced gamer to tell them what to do or to GM?
Akrasia said:I am not 'after' anything. I just think that the community of gamers who prefer games that are 'ighter' than 3e is pretty well established, and is not a 'flurry' or a 'new' phenomenon. (The fact that there are now more products catering to this segment of the market is perhaps 'new'.) By using terms like 'rash' or 'flurry', you appear to imply that the interest in such games is some kind of 'fad'.
Me said:Too many people are out there seeking validation for their choices in gaming, and when they are outnumbered, feel a need to "prove their way better" by loudly making cases about how thier game is better.
But I would not call it theoretical at all. Right now we are in a rash of rules-light-validators, but at one time I saw an equivalent rash of rules-realistic-validators making the same case for GURPS.
Akrasia said:Well, people who like C&C want to explain *why* they like the game -- and this inevitably involves comparisons with 3e. The games are quite similar, and they have a common source, so comparisons are inevitable.
buzz said:It's important to note that it's not just the DM setting the DCs, though. Most DCs, in at least a basic way, are set by rules that all players have access to.
I'm not saying that a D&D player can go in blind; of course they need to communicate with the DM. However, a D&D player can look at a 20' chasm drawn on a battlemat (i.e., info from the DM) at at least know a basic DC for a jump before the DM says anything. If the DC is set wholly by fiat, I don't know anything wihtout asking the DM.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.