Remathilis said:I'd rather have a consistant, if heavier, ruled game than trust that my GM will come up with a fair and consistant ruling for such ad hoc options.
Let me turn that around on you. One of the most frusterating experiences I had as a GM (in an RPGA event, no less) was trying to run a chase scene between the party and a halfling wererat in the middle of an orchard. While I'm describing the little bugger darting in and out between the trees at a full run, I was immediately corrected that no, he had to run in a straight line. Once he'd reached the end of his full move, THEN he could turn, but not before.
Naturally, the PCs caught him in one round and laid him out. So much for drama.
Didn't ruin my game, but it's a good example of how rules can just as easily become a straight jacket (especially in RPGA games, where rule #0 is a big no no!).
Want my proof? My players NEVER tried to grapple, bull-rush or trip in combat until 3e rolled along.
That just shows a lack of out-of-the-box thinking on the part of your players.
Another pull-your-hair-out moment from the RPGA:
I'm helping run a big battle royale between squads of humanoids and groups of players (about 20 groups of 6, IIRC). I came across this one group. An ogre had them pinned down and was making quick work of them. All the while, hiding beneath a cart in the midst of the battle is a halfling thief (being played by a young kid, maybe 13-14). I watch the scene for a few minutes and then suggest the kid have his character hampstring the ogre (who was standing right there -- would have been an easy mark).
"I can't," says the kid. "I don't have that feat."
You can do any of these things in any rules lite game. You describe what you want to do, the GM sets the target number, and then describes the result if you succeed. I don't see what's so hard to grasp about that.
Tom