BryonD said:
In your prior post that I was responding to you said it was "the rules themselves". I think it was pretty clear that that means WotC.
Anyway, if you don't mean that and you do mean the various DMs, then fine, I agree with you.
I do mean the rules themselves about some things, and about others I'm referring to people's views of the rules, the way the rules are implimented. Communication is a two way street, these rules (and this discussion, for that matter) are attempts at communication, and as such *in general* both parties are responsible for miscommunication to some degree... Here I'm stating that the way these rules are written tends to have, on average... from what I've seen, the effect of a more static system than I personally like. It's not very customizable. With the exception of the easy ability to ADD rules. A nice ability, it allows for growth, but not really fundamental change.
BryonD said:
That does not in any way support a claim of D&D being to quantitative. Rules nazis are rules nazis and bully GMs are bully GMs. I've never seen a significant difference in how specific people play based on varying game sets.
And so, actually, people's perceptions of the game, the culture around the rules is actually the only support (in my opinion, and by the discussion that I'm projecting) for the rules being "to quantitative" or not. (By which I mean that's the measure that I'm using to make the determination) I have seen several examples of different rules sets. And I conciede the point that certain types of people will gravitate towards certain systems. On the other hand it's quite possible (and I argue probably) that some if not most of those people have "learned" this type of thought from the system/rules set WotC has published. And I've seen SOME people playing in multiple rulessets, they have an easier time being flexible in the ones that are made flexibly, logically. They tend to not want to mess with the 3.X system because attempting to do so tends to cause them so many problems.
Umbran said:
There's a small problem with using the opinion of the masses to tell you about what the game rules really hold - because a great many of the masses use the rulebooks without having ever really read them, cover to cover. Frequently, a player or GM will only skim the book, looking for the bits they need at the moment, and never really read the whole thing. And if you aren't going to specifically look for the information on customizing, you won't find it, and may end up with the inaccurate impression that the information isn't there.
I've read it. We may be talking about different types of customization, I suppose.
Umbran said:
Two words for you - Unearthed Arcana. An entire book about ways to change the rules. How can you say that they intend that you never change the rules? The company that publishes the rules has given you options, and made it terribly easy for 3rd parties to give you options. How can you read this as an intention fo ryou to keep them static as written?
They can't possibly intend for you to never change the rules. They just made it more difficult than I'd like. I've read UA too. It's a collection of houserules. Some of them are interesting, and I found it enjoyable that they made money off people's houserules by publishing them in a non-"core" book about them. It appears to me, from your reaction to my post, that you've misunderstood my point.
Umbran said:
Ah, I see. So I, who only use hombrew for my games, and have no problem at all customizing the rules, must be terribly, horribly bad at hombrewing. Thank you very much.
True, I only customize to a point. I don't try to make D&D into a hard science fiction game. But I believe in using the right tool for the right job. As an analogy - I may try to tweak things so that my phillips head screwdriver works like a straight headed one. But rather than trying to find a way to turn my screwdriver into a hammer, I'll actually go look for a hammer.
I don't believe you can make a game infinitely customizable without ruining it. So, I admit that there are limits to customizability. I think that is a good thing, as it encourages diversity in the gaming world.
Quite the opposite, in fact. If you only use homebrew games and you're defining homebrew in the same way I am... and you significantly change the rules while still using the rules set in 3.X
and you do it all the time without significant effort? I believe I referred to you as an epic level gamesmith instead. A high epic level one, at that. All I said was that your general one will have difficulties making changes to the system without it drastically effecting the entire thing. Perhaps you manage to automatically know and compensate for every detail of every change you make. In which case even in a well modulated game I'm pretty impressed with your abilities.
Umbran said:
I am unconvinced that this is because of the way the rules are formed or written. Gamers have been overcoming rigid rules for decades. I think think you should look elsewhere to find the causes for this effect, if it exists.
Why do I say "if"? Because internet forums are not a particularly valid statistical sample of the gaming community, as they select for gamers that are similar in too many ways. What you see here, on WotC boards, or RPG.net may not really reflect the gaming world as a whole.
I think you didn't do that part of your arguement very well. In one sentence you seem to be stating that the rules aren't written rigidly, while you seem to be supporting it by stating that gamers have been overcoming rigid rules such as these. I admit that I'm reading into what you've typed, but that's the point of my restating here, so you can see what I've "heard" or understood...
And I completely admit that nothing short of the entire world is the entire world. My inclusion of the internet forums was, on the other hand, my statement that I was not only using my experiences in real life, but also those I've read about. If, on the other hand, you're arguing that you personally are basing your opinion on the ENTIRE world, I would like a more personalized example of why you feel my circles are atypical of the community as a whole.
Umbran said:
As I've noted elsewhere, I've not seen what you're asking for done well anywhere. You've yet to show that it can be done well at all. What you may be seeing is no the Evil WotC trying to lock you into something. It may simply be designers knowing their own limits, and producing something that is D&D, and is good, but that fails to be all things to all people.
Shoot, I wasn't "asking" for anything really, so much as making the statement that 3.X is more of the rigid side lawful and less of the creative side of chaotic than I like. For some references I'll say I particularly liked the original TORG, and I like the mutability of the current RPG rulesset HeroQuest. But really, I'll agree... an infinitely mutable system is a lot to ask for. If I thought they would be granting requests I'd just ask for a good set of rules for making custom spells, so that they could have a more official standing. And, my POINT there, of course, is the very idea that I'd want an official leg to stand on. In a game like the HQ that I meantioned, almost everything is custom, and if you want something 'new' there's definitely already a rule for the mechanic of it. Not everything's perfect, of course, and that one has it's own set of drawbacks.
Umbran said:
Look around these boards for a while. There are people who talk all the time about games in which they're nto playing with the core rules as written, and having a great time doing it. I think your perception may not match reality as well as you think.
Hell, I play with core rules as written all the time. And I have a great time doing it. Once again I'm going to state that I think you may have gotten the wrong impression of my writings here. I was answering the question "Is third edition too 'quantitative'." Which I interpreted to mean "Is it more quantitative than you would optimally prefer". I answered "yes", and I gave some of my reasons why.
Umbran said:
Consider - you say that the inability to giveyou exactly what you want means the game is too lawful, and that this is a failing of the system.
I don't say that it's a failing of the system so much as I say it's a quality of the system. The system is heavy on the Lawful side, and light on the customizible side.
Umbran said:
Have you considered turingin it around for amoment? Could we not say that the driving need of gamers to have mechanics exactly as they want indicates an inflexibility, a excess of lawfulness, in the gamers?
One indeed COULD. In fact, I could even use that as an example of why 3.X is giving in to that excess of lawful desire. Fortunately for me, I don't have such a driving need, I just noted that this system is, in my opinion, "too quantitative". I put that in quotes because that's the definition of quantitative isn't really the one I'm working with in giving my statements, I'm instead interpreting it to mean "too rules heavy" or perhaps "not very malleable". In fact, earlier I meantioned that I really liked TORG, and I'll further state that it does not have this qualitiy of "too quantitative" that I'm against in the 3.X system. But, if you actually look at the book, you'll find a LOT of numbers. It's very quantivative in the actual definition of the term. But then again, I felt and responded as if the author of the question was using a different contexutal meaning.
Umbran said:
Shouldn't gamers be open to the chaos of a world that doesn't pander to their every whim?
Certainly. ALL law is a subset of chaos. I fully recognize that, and would never argue to the contrary. (Well, I might, but I'd know it was counter to reality!)
Umbran said:
Does not compromise with the system take more imagination than being handed exactly what you ask for?
YES!!! And there we have my point in a nutshell. Compromise with THIS system takes a lot of imagination and resources. It's very difficult! It's resistant to change! I feel that the system is "too quantitative" in the way that it is, in my opinion, too difficult to adapt.
Of course, I take your actual meaning, and if someone were to do the incredible and manage to write a system that actually did what in my wildest dreams would be the perfect system, it would be in no way exactly what anyone was asking for. It would instead be a set of ways to make what you want... but it could not, by definition, BE what you want.