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Is 3rd edition too "quantitative"
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<blockquote data-quote="Umbran" data-source="post: 1977858" data-attributes="member: 177"><p>I'm not sure that's what's being asked at all. Because even with an infinitely adaptable ruleset, you have to adjust it to fit your needs. You have to pick and choose which options you are going to use. And the greater the flexibility of the system, the more work this will entail. More options means more choices. </p><p></p><p></p><p></p><p>Well, the high fantasy, high magic thing is subjective. I dunno that Wuxia-style description is at all accurate. The Wuxia genre contains a great deal of action that is not reasonably possible under the rules as written. You need to get up into epic levels before you can approach such action, and most games never reach that level, and they are only marginally covered by current core rules.</p><p></p><p></p><p></p><p>Nothing? Let's look at that....</p><p></p><p>You don't make it at all clear what you mean by "adjust the combat level", so I cannot speak to that. </p><p></p><p>Similarly "alter the scale of magic" is pretty vague, and thus difficult to address. However, altering how much magic is available to spellcasters is pretty easy using UA - use spell points, and then adjust the points available. Adjusting the number of magic items doesn't require rules variation - it only require the DM to edit his treasures and thereafter keep an eye on what his characters can and cannot do (which the DM should be doing anyway, even using standarsd magic). </p><p></p><p>The WP/VP system has been lauded as a pretty darned good way to move the game into grim'n'gritty. Similarly, the information on massive damage rules is useful there. Modify the way the CR system fundamentally works? Sure! Just use the XP variants presented in UA.</p><p></p><p></p><p></p><p>Well, here we get into a real problem. You think paladin and bard prestige classes should be core. Others think that core should be the Generic Classes variant. Others like the core classes the way they are. </p><p></p><p>And this brings us back to the economics. The number of possible variations is large. Very large. You either have to make choices, and have some folks disagree, or you have to include <em>everything</em> that can be imagined as core. Take the current core books, and include all the UA, and the Complete Series, and Savage Species, and Psionics, and a few things not in any of those books, and make them one massive core...</p><p></p><p>...and nobody will have enough money to buy the resulting books. And they'd be physically nigh-impossible to use - like trying to game using an unabriged dictionary of the English Language as your reference. Just bloody impractical. </p><p></p><p>Especially since we'd have the same aguement all over again, as people imagine new things that weren't in that massive core. No matter how flexible you make your system, someone will htink of things you didn't include. That's the problem when the limiting factor is human imagination. You want a single system to all at once cover everything peole can imagine? That just isn't realistic.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1977858, member: 177"] I'm not sure that's what's being asked at all. Because even with an infinitely adaptable ruleset, you have to adjust it to fit your needs. You have to pick and choose which options you are going to use. And the greater the flexibility of the system, the more work this will entail. More options means more choices. Well, the high fantasy, high magic thing is subjective. I dunno that Wuxia-style description is at all accurate. The Wuxia genre contains a great deal of action that is not reasonably possible under the rules as written. You need to get up into epic levels before you can approach such action, and most games never reach that level, and they are only marginally covered by current core rules. Nothing? Let's look at that.... You don't make it at all clear what you mean by "adjust the combat level", so I cannot speak to that. Similarly "alter the scale of magic" is pretty vague, and thus difficult to address. However, altering how much magic is available to spellcasters is pretty easy using UA - use spell points, and then adjust the points available. Adjusting the number of magic items doesn't require rules variation - it only require the DM to edit his treasures and thereafter keep an eye on what his characters can and cannot do (which the DM should be doing anyway, even using standarsd magic). The WP/VP system has been lauded as a pretty darned good way to move the game into grim'n'gritty. Similarly, the information on massive damage rules is useful there. Modify the way the CR system fundamentally works? Sure! Just use the XP variants presented in UA. Well, here we get into a real problem. You think paladin and bard prestige classes should be core. Others think that core should be the Generic Classes variant. Others like the core classes the way they are. And this brings us back to the economics. The number of possible variations is large. Very large. You either have to make choices, and have some folks disagree, or you have to include [i]everything[/i] that can be imagined as core. Take the current core books, and include all the UA, and the Complete Series, and Savage Species, and Psionics, and a few things not in any of those books, and make them one massive core... ...and nobody will have enough money to buy the resulting books. And they'd be physically nigh-impossible to use - like trying to game using an unabriged dictionary of the English Language as your reference. Just bloody impractical. Especially since we'd have the same aguement all over again, as people imagine new things that weren't in that massive core. No matter how flexible you make your system, someone will htink of things you didn't include. That's the problem when the limiting factor is human imagination. You want a single system to all at once cover everything peole can imagine? That just isn't realistic. [/QUOTE]
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