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Is it DnD, or MtG? (General Griping)
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<blockquote data-quote="Akrasia" data-source="post: 1869716" data-attributes="member: 23012"><p>This is simply <u>untrue</u>. (I have no knowledge of WEG's Star Wars rules -- but it is always a mistake to generalize on the basis of a single game.)</p><p></p><p>A 'rules lite' system does <em>not</em> mean a 'rules incomplete' system. It is perfectly possible to have a rules lite system that provides mechanics that <em>cover all situations </em> -- they are just more general mechanics than those used in 'rules heavy' systems like d20. For a good example, look at Eden's Uniystem (especially the 'lite'/Cinematic version used for the Buffy and Angel RPGs). Other <em>complete</em> rules lite systems (i.e. systems that do not require 'ad hoc' rules) have existed, and continue to exist.</p><p></p><p>Moreover, why giving players the option to add feats, complex tactical combat rules, and so forth -- if they want them -- to their game requires them to become 'game designers' anymore than giving players the option to add <em>new</em> feats, prestige classes, and so forth (or the variant rules in the UA, for that matter), is unclear to me.</p><p></p><p>As an aside, the RC skill system is a much better example than its weapon mastery rules of how a relatively 'rules lite' version of D&D can add a new option for players who want it -- in this case, skills -- in a manner that does not unbalance the game. Because all players got the same number of skills (adjusted for intelligence), the optional rule applied equally to all, and no single character class benefited to a disproportionate degree.</p><p></p><p>There is no reason why a similar approach could not have been used for feats, tactical combat rules, etc.</p></blockquote><p></p>
[QUOTE="Akrasia, post: 1869716, member: 23012"] This is simply [U]untrue[/U]. (I have no knowledge of WEG's Star Wars rules -- but it is always a mistake to generalize on the basis of a single game.) A 'rules lite' system does [I]not[/I] mean a 'rules incomplete' system. It is perfectly possible to have a rules lite system that provides mechanics that [I]cover all situations [/I] -- they are just more general mechanics than those used in 'rules heavy' systems like d20. For a good example, look at Eden's Uniystem (especially the 'lite'/Cinematic version used for the Buffy and Angel RPGs). Other [I]complete[/I] rules lite systems (i.e. systems that do not require 'ad hoc' rules) have existed, and continue to exist. Moreover, why giving players the option to add feats, complex tactical combat rules, and so forth -- if they want them -- to their game requires them to become 'game designers' anymore than giving players the option to add [I]new[/I] feats, prestige classes, and so forth (or the variant rules in the UA, for that matter), is unclear to me. As an aside, the RC skill system is a much better example than its weapon mastery rules of how a relatively 'rules lite' version of D&D can add a new option for players who want it -- in this case, skills -- in a manner that does not unbalance the game. Because all players got the same number of skills (adjusted for intelligence), the optional rule applied equally to all, and no single character class benefited to a disproportionate degree. There is no reason why a similar approach could not have been used for feats, tactical combat rules, etc. [/QUOTE]
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