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*Pathfinder & Starfinder
Legends & Lore: Combat and Other Forms of Violence
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<blockquote data-quote="hayek" data-source="post: 5578896" data-attributes="member: 53760"><p>The idea that different groups might like different rulesets is some very important insight (albeit pretty obvious if you think about it). What's more important (and maybe less obvious), is that the rules system should have flexibility to change complexity <em>within a single game session</em>. It's great to think that D&D might make a ruleset that allows uber optimizers to tweak out their characters with 100 options, or make characters with only 2 options, attack or move. But, it's a false assumption that every player either wants 10 minute fights or 2 hour fights. Ideally, I would like to see a ruleset that allows players to have some very simple, 10-15 minute fights when the conflict isn't too crucial to the plot, then break out the serious tactical options for the 2-hour back and forth epic battle with the BBEG.</p><p> </p><p>I hope that Mearls and WotC realize that with DDI, they can actually effectively deliver this kind of system to players. It would have been ludicrous to think of publishing a massive variety of systems in paperback. But through the "magic of the interweb", WotC could support a user-driven community that could mix and match simple or complex rules elements to offer tailored rulesets that are combat-intensive vs. social encounter-intensive vs. rules-light narrative focused vs. intense tactical options for every decision, etc...</p><p> </p><p>With a laptop in front of me, i could switch between rulesets <em>at the table</em>, changing to the stripped-down, simple version of my character to take out the castle guards in a quick and dirty 10 minute fight. Then pulling up the fully flushed out version for the 90 minute fight with the vampire lord and his array of minions.</p><p> </p><p>Of course, given the history of WotC's digital offerings, I have no faith in their ability to deliver such a system, but a man can dream, can't he...</p></blockquote><p></p>
[QUOTE="hayek, post: 5578896, member: 53760"] The idea that different groups might like different rulesets is some very important insight (albeit pretty obvious if you think about it). What's more important (and maybe less obvious), is that the rules system should have flexibility to change complexity [I]within a single game session[/I]. It's great to think that D&D might make a ruleset that allows uber optimizers to tweak out their characters with 100 options, or make characters with only 2 options, attack or move. But, it's a false assumption that every player either wants 10 minute fights or 2 hour fights. Ideally, I would like to see a ruleset that allows players to have some very simple, 10-15 minute fights when the conflict isn't too crucial to the plot, then break out the serious tactical options for the 2-hour back and forth epic battle with the BBEG. I hope that Mearls and WotC realize that with DDI, they can actually effectively deliver this kind of system to players. It would have been ludicrous to think of publishing a massive variety of systems in paperback. But through the "magic of the interweb", WotC could support a user-driven community that could mix and match simple or complex rules elements to offer tailored rulesets that are combat-intensive vs. social encounter-intensive vs. rules-light narrative focused vs. intense tactical options for every decision, etc... With a laptop in front of me, i could switch between rulesets [I]at the table[/I], changing to the stripped-down, simple version of my character to take out the castle guards in a quick and dirty 10 minute fight. Then pulling up the fully flushed out version for the 90 minute fight with the vampire lord and his array of minions. Of course, given the history of WotC's digital offerings, I have no faith in their ability to deliver such a system, but a man can dream, can't he... [/QUOTE]
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