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Legends and Lore - The Temperature of the Rules
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<blockquote data-quote="AeroDm" data-source="post: 5744333" data-attributes="member: 13650"><p>I tend to agree (both about Monte's intention and the result). <a href="http://runeward.blogspot.com/2011/12/legends-and-lore.html" target="_blank">My rant</a> on the topic includes in pertinent part... I actually think the underlying topic of today's L&L is one of the most important they've touched on so far. The basic trade off between what should we rely on the DM to resolve and what should we develop rules to cover. When I pondered through it I saw it more as a scale with every conceivable event that could arise having to be placed on one side or the other. Each side brings along its own burdens and you have to figure out your preferred balance of rule-ambiguity and rule-precision.</p><p></p><p>For me, I view the costs of rule-precision to be greater than the costs of rule-ambiguity. If you want a precise rule, you carry that rule with you through all parts of the game. It hangs over ever other rule. If I wanted to push a statue onto a monster in 2e I probably just made an attack roll with strength. It makes sense, I mean, ultimately the statue is just going to do a bunch of damage, so an attack is proximate enough. You could move really far in 2e so we didn't worry about getting over there and climbing up to a point where I had leverage. We just rolled and saw what happens. Then it was someone else's turn.</p><p></p><p>As the game got more concrete, the existence of rules suggested limitations. We should probably see if I had enough movement to get over there and climb (half speed) up the statue. Since I'm climbing, I should probably make a quick check with a bonus since it is near a wall (chimney). If I didn't have enough move, then I don't have enough actions. I should probably make some sort of a Strength check and maybe a Dex-based melee touch since if the statue hits it'll do the damage I want. In 4e maybe instead it'd be an attack vs. Reflex and we'd consult the table for the limited damage expression. The more concrete editions certainly provide a more tools to resolve the action, but there were now so many little chances to fail that it was no longer worth trying. Attacking normally was easier and, often, more powerful.</p><p></p><p>Subsequent editions provide better tools, but so many tools that creativity was often stifled. I don't think many people saw that coming, but I also don't think the solution is to introduce even more codification.</p></blockquote><p></p>
[QUOTE="AeroDm, post: 5744333, member: 13650"] I tend to agree (both about Monte's intention and the result). [URL="http://runeward.blogspot.com/2011/12/legends-and-lore.html"]My rant[/URL] on the topic includes in pertinent part... I actually think the underlying topic of today's L&L is one of the most important they've touched on so far. The basic trade off between what should we rely on the DM to resolve and what should we develop rules to cover. When I pondered through it I saw it more as a scale with every conceivable event that could arise having to be placed on one side or the other. Each side brings along its own burdens and you have to figure out your preferred balance of rule-ambiguity and rule-precision. For me, I view the costs of rule-precision to be greater than the costs of rule-ambiguity. If you want a precise rule, you carry that rule with you through all parts of the game. It hangs over ever other rule. If I wanted to push a statue onto a monster in 2e I probably just made an attack roll with strength. It makes sense, I mean, ultimately the statue is just going to do a bunch of damage, so an attack is proximate enough. You could move really far in 2e so we didn't worry about getting over there and climbing up to a point where I had leverage. We just rolled and saw what happens. Then it was someone else's turn. As the game got more concrete, the existence of rules suggested limitations. We should probably see if I had enough movement to get over there and climb (half speed) up the statue. Since I'm climbing, I should probably make a quick check with a bonus since it is near a wall (chimney). If I didn't have enough move, then I don't have enough actions. I should probably make some sort of a Strength check and maybe a Dex-based melee touch since if the statue hits it'll do the damage I want. In 4e maybe instead it'd be an attack vs. Reflex and we'd consult the table for the limited damage expression. The more concrete editions certainly provide a more tools to resolve the action, but there were now so many little chances to fail that it was no longer worth trying. Attacking normally was easier and, often, more powerful. Subsequent editions provide better tools, but so many tools that creativity was often stifled. I don't think many people saw that coming, but I also don't think the solution is to introduce even more codification. [/QUOTE]
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