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Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="Nemesis Destiny" data-source="post: 6098194" data-attributes="member: 98255"><p>EDIT: For some reason, I can't see the intervening 14 posts between mine and #280.</p><p></p><p>I think this just illustrates that there is more than one way to approach the issue, and it seems to come down to a matter of preference. Some seem to prefer that the story should flow from what the rules say are happening, while others would prefer the rules are only there to support whatever story it is you want to tell.</p><p></p><p>I personally approach 'story not rules' to mean that there should be a few, general rules that can cover a lot of ground, and you apply them when you think they make sense (which should be up to the table to determine). I find that less intrusive than rules that are overly specific, and thus prefer a 4e-style approach.</p><p></p><p>This is one of those areas where I don't feel that Next is being designed with my interests in mind and would require substantial reworking to make it "work," unless they want to get really general and just have a mechanic for gaining advantage or forcing enemies into disadvantage. That would be about as simple as it gets; you wouldn't need to go to a 3.x style exhaustive list of conditions, but it might not satisfy those who don't want to constantly have to "make up" what is happening in the fiction to represent advantage/disadvantage.</p><p></p><p>I felt 4e got the list of conditions about right, but like many other things it got right, that doesn't seem to matter to the design team of Next...</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 6098194, member: 98255"] EDIT: For some reason, I can't see the intervening 14 posts between mine and #280. I think this just illustrates that there is more than one way to approach the issue, and it seems to come down to a matter of preference. Some seem to prefer that the story should flow from what the rules say are happening, while others would prefer the rules are only there to support whatever story it is you want to tell. I personally approach 'story not rules' to mean that there should be a few, general rules that can cover a lot of ground, and you apply them when you think they make sense (which should be up to the table to determine). I find that less intrusive than rules that are overly specific, and thus prefer a 4e-style approach. This is one of those areas where I don't feel that Next is being designed with my interests in mind and would require substantial reworking to make it "work," unless they want to get really general and just have a mechanic for gaining advantage or forcing enemies into disadvantage. That would be about as simple as it gets; you wouldn't need to go to a 3.x style exhaustive list of conditions, but it might not satisfy those who don't want to constantly have to "make up" what is happening in the fiction to represent advantage/disadvantage. I felt 4e got the list of conditions about right, but like many other things it got right, that doesn't seem to matter to the design team of Next... [/QUOTE]
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Legend Lore says 'story not rules' (3/4)
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