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Legends and Lore 11/22/2011 - A Different Way to Slice the Pie
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<blockquote data-quote="Crazy Jerome" data-source="post: 5736892" data-attributes="member: 54877"><p>I'd rather have dials than off or on options. If you have such options, you can't help but radically change the game world every time you add or take one away. (In a sense, this is why 1E to late 2E, 2E to 3E, and 3E to 4E have been contentious.) Now some things you might not be able to help it, but there is a big difference between:</p><p> </p><p>1. Have feats - customize your character that way to get N relevant abilities for your character. Or don't use feats, and get predefined things by class. </p><p> </p><p>2. Have feats - customize your character that way to get N relevant abilities for your character. Or don't use feats, and radically change the power level because the stuff from feats isn't otherwise modeled.</p><p> </p><p>I see the game world as this thing over there. And then the game rules are the model through which the group manipulates and interacts with the game world. Then the fiction and the group imagination is what makes that interaction interesting. </p><p> </p><p>Ideally, a change to the model shouldn't change the assumed reality of the game world. (Ideally. There is no way to nail that one completely.) So M&M's previous example of using ability scores to handle skills versus a simple skill system versus a complex skill system--that works great in this regard. In the game world, Joe the Fighter can jump about yea far. Whether you model that simple or complex, it should be about the same distance. (This of course ignores "options" that are really changing tone or sub genre instead of complexity level, where Joe might be able to barely jump or practically fly, depending. And while on that subject, these kind of options should be explicitly called out as such.)</p><p> </p><p>All that said, I'm also ok with the most simple part of the dial being, in some cases, "The DM makes something up that sounds reasonable," or, "The player narrates something appropriate, with DM approval," etc.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5736892, member: 54877"] I'd rather have dials than off or on options. If you have such options, you can't help but radically change the game world every time you add or take one away. (In a sense, this is why 1E to late 2E, 2E to 3E, and 3E to 4E have been contentious.) Now some things you might not be able to help it, but there is a big difference between: 1. Have feats - customize your character that way to get N relevant abilities for your character. Or don't use feats, and get predefined things by class. 2. Have feats - customize your character that way to get N relevant abilities for your character. Or don't use feats, and radically change the power level because the stuff from feats isn't otherwise modeled. I see the game world as this thing over there. And then the game rules are the model through which the group manipulates and interacts with the game world. Then the fiction and the group imagination is what makes that interaction interesting. Ideally, a change to the model shouldn't change the assumed reality of the game world. (Ideally. There is no way to nail that one completely.) So M&M's previous example of using ability scores to handle skills versus a simple skill system versus a complex skill system--that works great in this regard. In the game world, Joe the Fighter can jump about yea far. Whether you model that simple or complex, it should be about the same distance. (This of course ignores "options" that are really changing tone or sub genre instead of complexity level, where Joe might be able to barely jump or practically fly, depending. And while on that subject, these kind of options should be explicitly called out as such.) All that said, I'm also ok with the most simple part of the dial being, in some cases, "The DM makes something up that sounds reasonable," or, "The player narrates something appropriate, with DM approval," etc. [/QUOTE]
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