Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
L&L: The 2nd one this week (DM Packet)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Balesir" data-source="post: 5931493" data-attributes="member: 27160"><p>I don't think any rules system can either "allow" or "disallow" GM fiat, to be honest. As I said, some level of adjudicating stuff not covered by the rules is inevitable - and thus new rules are born.</p><p></p><p>Agreed - and no set of rules will eliminate bad GMs or bad GMing. That's not what I'm arguing.</p><p></p><p>You said it yourself, here: it's not GM fiat, it's just a good system. I can see the advantages in 4e's way, too - you just get one number per skill to track/refer to. But as a rule - either a houserule to 4e or a rule in D&DNext - I would have no objection at all to decoupling attributes from skills and using them just as you describe. In such a system, though, I would want to see a very clear definition of what is meant by each attribute (as well as by each skill). Oddly, the playtest documents do this pretty well for attributes, but fail spectacularly to do it for the "skills" (while 4e essentially ended up with it the other way around). It seems to be that some kind of Heisenberg's uncertainty principle applies to these things in the WotC designers' minds...</p><p></p><p>If you strip short rests from 4e you just say "Encounter" powers can be used three times per day. I'm pretty sure this is where the design came from in the first place; the designers observed how, once they reached high enough level, spellcasters picked the same spell multiple times for combat use, so they thought "why not balance these things up and allow them at all levels?". Good call, in my view, but I can see that some folks have aversions to it.</p><p></p><p>Removing short rests in both 4e and the playtest material will change the monetary balance, perhaps significantly, as potions (or CLW wands, or whatever) suck up money to buy. Possible outcomes would include shorter "adventuring days", lower party power from offensive magical/alchemical gear or increased monetary treasure. Or all three or something different.</p><p></p><p>Modularity is interesting, but I think it will necessarily have limits. I'm not that convinced it's significantly different than just having different systems and selecting from among them, but some folk seem to swallow the "brand name" thing hook, line and sinker, so maybe it'll open out their horizons a little (or they'll just pick the modules that are "obviously right" and sail blithely on...)</p></blockquote><p></p>
[QUOTE="Balesir, post: 5931493, member: 27160"] I don't think any rules system can either "allow" or "disallow" GM fiat, to be honest. As I said, some level of adjudicating stuff not covered by the rules is inevitable - and thus new rules are born. Agreed - and no set of rules will eliminate bad GMs or bad GMing. That's not what I'm arguing. You said it yourself, here: it's not GM fiat, it's just a good system. I can see the advantages in 4e's way, too - you just get one number per skill to track/refer to. But as a rule - either a houserule to 4e or a rule in D&DNext - I would have no objection at all to decoupling attributes from skills and using them just as you describe. In such a system, though, I would want to see a very clear definition of what is meant by each attribute (as well as by each skill). Oddly, the playtest documents do this pretty well for attributes, but fail spectacularly to do it for the "skills" (while 4e essentially ended up with it the other way around). It seems to be that some kind of Heisenberg's uncertainty principle applies to these things in the WotC designers' minds... If you strip short rests from 4e you just say "Encounter" powers can be used three times per day. I'm pretty sure this is where the design came from in the first place; the designers observed how, once they reached high enough level, spellcasters picked the same spell multiple times for combat use, so they thought "why not balance these things up and allow them at all levels?". Good call, in my view, but I can see that some folks have aversions to it. Removing short rests in both 4e and the playtest material will change the monetary balance, perhaps significantly, as potions (or CLW wands, or whatever) suck up money to buy. Possible outcomes would include shorter "adventuring days", lower party power from offensive magical/alchemical gear or increased monetary treasure. Or all three or something different. Modularity is interesting, but I think it will necessarily have limits. I'm not that convinced it's significantly different than just having different systems and selecting from among them, but some folk seem to swallow the "brand name" thing hook, line and sinker, so maybe it'll open out their horizons a little (or they'll just pick the modules that are "obviously right" and sail blithely on...) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
L&L: The 2nd one this week (DM Packet)
Top