Silverleaf said:I run a quite rules-light B/X D&D game, and frankly this concept of "mother may I" is totally alien to me. The players decide what action they're going to take, regardless of rules. If the swashbuckler wants to jump from the balcony, swing from the chandelier and kick the BBEG, he's well entitled to try that. Depending on the nature of the action, we'll use either a to-hit roll, ability check, or more rarely something else.
Silverleaf said:The other factor is the difficulty of the task, for which we'll adjust the roll. It's a very simple 2-step process and it works very well in practice, at least that's been my experience throughout the last couple decades...
so do i.WizarDru said:I like Chocoloate Milk.
RFisher said:Why do you think a GM of a rules light system can't take all these factors & more into account when deciding the difficulty?
Quasqueton said:Imagine a game with so many rules that the Players are completely paralyzed and unable to play at all. Reading the rules sucks all the imagination out of the reader's brain, and he is left an automaton.
Andre said:[Rant on] And this is the crux of my personal dislike for 3.x. There are very few rules I specifically dislike, but many that - in play - are not worth the effort. Too situational modifiers ("Don't forget my character's bonus to saves when confronted by chickens at night when there's a full moon and..."). Too many types of bonuses. A few rules sub-systems which use significantly different mechanics than the core. Too many spells that "break" the normal rules in some way which must be adjudicated. Figuring AoO's for movement. Each of these add something to the game, but at too high a cost in fun for my particular group. I don't necessarily want fewer rules, but I do want simpler ones. [Rant off]
Andre said:I'd like to posit a different question: if different groups have different thresholds for rules/interface complexity, why not design the rules to be somewhat modular? For instance, D&D could have basic rules, with AoO's being optional. A simple core mechanic could be used for special attacks, such as grapple, trip, etc., with a more complex mechanic available as an option. It seems to me that such a system, properly designed, would appeal to a broader market than the current system, which constantly warns against making changes because of "balance" (which IMO is another red herring).
Ace said:What gives the illusion of complexity are the myriad of rarely used subsystems (I have played or run in 5 3e campaigns and never seen a Bull Rush ) and the options that can mutate the battle field (Summon Monster is classic here) -- combat and prep in D&D are long -- the rest of the game is fast -- I would almost say --rules light
The problem with these kind of arguments is that there is never a discussion about who is rolling up the character in question.rabindranath72 said:Since you admit to never have prepared an high level character, please add to the 18 minutes cited above, the time to:
1) choose feats and resolve all feat chains
2) choose skills
3) determine the relevant skill bonuses
4) evaluate skill synergy bonuses
5) evaluate skill bonuses due to feats
6) (optional: differentiate from class and cross class skills, if you have more than one class)
7) evaluate the saving throw bonuses from class and feats
8) do not forget to increase the stats every four levels, so you may possibly have to return to point 3) to recalculate (I suppose you already choose in advance all the skills and the classes)
9) choose equipment and magic items based on character level
10) check all the steps, since this process is error-prone
ditto.painandgreed said:Don't have to imagine, I've played Squad Leader with all the expansions. ;-)
Andre said:Interestingly, this is why I feel Hero has less "overhead" than 3.x. Both would qualify as rule heavy, but D&D feels like an "exception based" system. The rules tell the players what can be done, then the subsystems break those rules in one way or another. Items and feats have effects that explained by text, but are not natural extensions of the basic rules system.
Example: the recent thread about incense of meditation. The incense maximizes all spells prepared by a divine caster, but without any level gain (as is normal for metamagic). So...if the caster is a mystic theurge, does it maximize his arcane spells too? The rules don't say one way or the other, and there's no clear rule for how the item works - you just have to parse the text and make a best guess.
Hero, OTOH, breaks everything down into blocks which can be combined in myriad ways, but always within the rules. If a player designs an energy blast, I know how energy blasts work. If he can fly, I know how that works. If he is hit with a suppress effect, I know how that works. Adjudicating actual gameplay is easier for me, because I don't have to worry about all those "wierd" spells/items/powers/feats/whatever that some designer came up with and how it interacts with all the other stuff in the system.