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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Remathilis" data-source="post: 2385630" data-attributes="member: 7635"><p>I'll refrain form the classic C&C/D&D 3.X and instead go for my favorite, the d6 SW vs d20 SW for an example.</p><p></p><p>I can create a non-jedi PC in d20 in 5 minutes. Any level. A jedi takes 10-15. I cannot create any character in d6 under 15 min, despite having alot less steps to go through. While d6 is a lighter system (one mechanic, etc) combat takes ungodly long. Roll to hit. Roll to dodge. Compare rolls to find how hit you are. Roll damage. Soak damage. Repeat. d20? Roll to hit. Compare d20 roll + mods to Defense. Roll damage. Subtract from vitality/wound. Repeat. </p><p></p><p>What are the rules for tripping someone in d6? How much damage does fire do? Can I swing across a chasm with a princess in my arms while dodging blaster fire? I KNOW how to do all that in d20, in d6 its either vague or not mentioned.</p><p></p><p>Perhaps the greatest thing I dislike about rules-lite is being a PLAYER. I feel like I have less control over my own PCs action because ultimately, the guy at the end of the table will be the decider of my action's success and failure, not myself or even impartial dice. If the DM doesn't believe I can swing across the chasm with the princess, He will a.) SAY NO or b.) Make an extremely difficult TN/DC Check. With some formula of rules, I can determine MYSELF my chances of success/failure and decide if I wish to chance it. The DM, of course can asign additional modifiers ("The princess isn't as light as she appears") to keep up tension, but WILL KNOW if the stunt is out of my league. </p><p></p><p>This is also what Dancy meant when he said the experience doesn't transfer DMs. Maybe DM A likes Errol Flynn and lets me do it with a decent DC, but DM B is very realistic and doesn't allow it, or makes the DC much higher (and of course, doesn't mention that.) Insue the "DM A lets me do it" arguement. </p><p></p><p>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. Want my proof? My players NEVER tried to grapple, bull-rush or trip in combat until 3e rolled along.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 2385630, member: 7635"] I'll refrain form the classic C&C/D&D 3.X and instead go for my favorite, the d6 SW vs d20 SW for an example. I can create a non-jedi PC in d20 in 5 minutes. Any level. A jedi takes 10-15. I cannot create any character in d6 under 15 min, despite having alot less steps to go through. While d6 is a lighter system (one mechanic, etc) combat takes ungodly long. Roll to hit. Roll to dodge. Compare rolls to find how hit you are. Roll damage. Soak damage. Repeat. d20? Roll to hit. Compare d20 roll + mods to Defense. Roll damage. Subtract from vitality/wound. Repeat. What are the rules for tripping someone in d6? How much damage does fire do? Can I swing across a chasm with a princess in my arms while dodging blaster fire? I KNOW how to do all that in d20, in d6 its either vague or not mentioned. Perhaps the greatest thing I dislike about rules-lite is being a PLAYER. I feel like I have less control over my own PCs action because ultimately, the guy at the end of the table will be the decider of my action's success and failure, not myself or even impartial dice. If the DM doesn't believe I can swing across the chasm with the princess, He will a.) SAY NO or b.) Make an extremely difficult TN/DC Check. With some formula of rules, I can determine MYSELF my chances of success/failure and decide if I wish to chance it. The DM, of course can asign additional modifiers ("The princess isn't as light as she appears") to keep up tension, but WILL KNOW if the stunt is out of my league. This is also what Dancy meant when he said the experience doesn't transfer DMs. Maybe DM A likes Errol Flynn and lets me do it with a decent DC, but DM B is very realistic and doesn't allow it, or makes the DC much higher (and of course, doesn't mention that.) Insue the "DM A lets me do it" arguement. 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. Want my proof? My players NEVER tried to grapple, bull-rush or trip in combat until 3e rolled along. [/QUOTE]
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