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<blockquote data-quote="Croesus" data-source="post: 5749628" data-attributes="member: 35019"><p>Yeah, pretty much any rule that changes stats in 3.x is a pain, whether poison, certain creature abilities, or even templates. Probably seemed like a good idea when they designed the system, but mostly failed when judged by cost/benefit.</p><p></p><p>Which is why I do disagree slightly that having easy to ignore rules for little, conditional situations is preferable to a few simple guidelines for the GM - every rule has a cost associated to it. I have to read the rule, make the decision whether or not to ignore or modify it, look past it to find the rule that I do want to use. Why read 400 pages of rules if I'm going to ignore half of them as too unimportant to bother remembering.</p><p></p><p>One way to split the baby on this is to begin with a simplified rule set which incorporates GM judgement calls as the default, then offer optional silos (good way of describing these) for the areas where folks would prefer details. As you point out, if the silos are not integrated deeply in the basic rules, adding or ignoring them is easy, and would allow each group to customize the game to suit their tastes. Yet we would all be playing the same basic game. </p><p></p><p>Personally I find it easier to start with a simple system and add complexity where I want it, as opposed to starting with a complex system, then stripping out the pieces I don't want. YMMV</p></blockquote><p></p>
[QUOTE="Croesus, post: 5749628, member: 35019"] Yeah, pretty much any rule that changes stats in 3.x is a pain, whether poison, certain creature abilities, or even templates. Probably seemed like a good idea when they designed the system, but mostly failed when judged by cost/benefit. Which is why I do disagree slightly that having easy to ignore rules for little, conditional situations is preferable to a few simple guidelines for the GM - every rule has a cost associated to it. I have to read the rule, make the decision whether or not to ignore or modify it, look past it to find the rule that I do want to use. Why read 400 pages of rules if I'm going to ignore half of them as too unimportant to bother remembering. One way to split the baby on this is to begin with a simplified rule set which incorporates GM judgement calls as the default, then offer optional silos (good way of describing these) for the areas where folks would prefer details. As you point out, if the silos are not integrated deeply in the basic rules, adding or ignoring them is easy, and would allow each group to customize the game to suit their tastes. Yet we would all be playing the same basic game. Personally I find it easier to start with a simple system and add complexity where I want it, as opposed to starting with a complex system, then stripping out the pieces I don't want. YMMV [/QUOTE]
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