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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Desdichado" data-source="post: 2386368" data-attributes="member: 2205"><p>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 be 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?</p><p></p><p>To me, d20--five foot squares, move equivalent actions, attacks of opportunity, etc. and all, is one of the most robust toolsets out there for doing any action I (or my players) can imagine. We have games that range from fragile, PC-death horror games to games that would make any Feng Shui player proud, all using the d20 tools at our disposal, and without turning into micromanagement of rules and books. As has been said more than once in this thread, it's more about the personality and taste of the players in question than anything else. Yes, we could be little d20 accountants, cross-checking every point of Difficulty Class against the rules, or we could accept that for some wild, swashbuckling attack by swinging in on a rope, smashing your feet into the orc's face and knocking him off of the balcony -- "uh, make a Use Rope check DC 20, and if you're successful, you can make a Bull Rush attempt with a +3 circumsance bonus."</p><p></p><p>We prefer the latter. And for us, d20 offers a very robust toolset with which to work.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2386368, member: 2205"] 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 be 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? To me, d20--five foot squares, move equivalent actions, attacks of opportunity, etc. and all, is one of the most robust toolsets out there for doing any action I (or my players) can imagine. We have games that range from fragile, PC-death horror games to games that would make any Feng Shui player proud, all using the d20 tools at our disposal, and without turning into micromanagement of rules and books. As has been said more than once in this thread, it's more about the personality and taste of the players in question than anything else. Yes, we could be little d20 accountants, cross-checking every point of Difficulty Class against the rules, or we could accept that for some wild, swashbuckling attack by swinging in on a rope, smashing your feet into the orc's face and knocking him off of the balcony -- "uh, make a Use Rope check DC 20, and if you're successful, you can make a Bull Rush attempt with a +3 circumsance bonus." We prefer the latter. And for us, d20 offers a very robust toolset with which to work. [/QUOTE]
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