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Legends and Lore - The Temperature of the Rules
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<blockquote data-quote="Balesir" data-source="post: 5745493" data-attributes="member: 27160"><p>Hey, now you're making me have to really <em>think</em> about my responses - that can't be a good thing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As with any "common law" system, the start will have a lot of "pause moments". But it shouldn't last long. the first time you get a non-standard door, a pause is required. Maybe the next, or just the next really different case. Let's say you jointly agree that stuck doors need a Str check; DC from 5 for lightly jammed to 20 for "wood warped and expanded into the frame". Next stuck door, no pause should be needed - the GM has a pretty good set of precedent/ruling there to interpolate on. A few disparate types of "stuck" (rusted, wedged, etc.) later there should be enough "case law" to cover most doors that might be encountered without much dissent.</p><p></p><p>Another important angle, here, is the "sphere" of the decision. These are all setting elements; for an immersive game (as well as a gamist one) the GM gets authority over those anyway. they could choose a "barred with solid oaken beams on the far side door" if they chose to, so it's really not the same as a "house cats always do 2d10 damage with each claw that hits in this world" ruling.</p><p></p><p>Gamist supporting rules have less of an issue in this respect, yes, but there can still be issues, especially with interpretation. Early (pre-errata) 4E rules for Channel Divinity and Commander's Strike had just this sort of issue. It's not necessarily the fictional positioning that interferes (though the "not being able to push creatures down stairs" debate certainly went there!) but different views about what written words mean, or at least imply.</p><p></p><p>Sure - that (ought to) mean(s) that the criteria for judgement and rules of applicability of precedents are somewhat more relaxed!</p></blockquote><p></p>
[QUOTE="Balesir, post: 5745493, member: 27160"] Hey, now you're making me have to really [I]think[/I] about my responses - that can't be a good thing! ;) As with any "common law" system, the start will have a lot of "pause moments". But it shouldn't last long. the first time you get a non-standard door, a pause is required. Maybe the next, or just the next really different case. Let's say you jointly agree that stuck doors need a Str check; DC from 5 for lightly jammed to 20 for "wood warped and expanded into the frame". Next stuck door, no pause should be needed - the GM has a pretty good set of precedent/ruling there to interpolate on. A few disparate types of "stuck" (rusted, wedged, etc.) later there should be enough "case law" to cover most doors that might be encountered without much dissent. Another important angle, here, is the "sphere" of the decision. These are all setting elements; for an immersive game (as well as a gamist one) the GM gets authority over those anyway. they could choose a "barred with solid oaken beams on the far side door" if they chose to, so it's really not the same as a "house cats always do 2d10 damage with each claw that hits in this world" ruling. Gamist supporting rules have less of an issue in this respect, yes, but there can still be issues, especially with interpretation. Early (pre-errata) 4E rules for Channel Divinity and Commander's Strike had just this sort of issue. It's not necessarily the fictional positioning that interferes (though the "not being able to push creatures down stairs" debate certainly went there!) but different views about what written words mean, or at least imply. Sure - that (ought to) mean(s) that the criteria for judgement and rules of applicability of precedents are somewhat more relaxed! [/QUOTE]
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