Load Bearing Rules in TTRPG

I'm not sure why you wouldn't distinguish between some rule and the core mechanic of a game. A rule is an implementation of or a exception to the core mechanic.

But we did this thread a while back with similar blurred lines between the two.
That's not quite what you're doing though. You said that a core mechanic 'isn't a rule'. I would think that it certainly is a rule, perhaps the ruley-est of rules in a given game. All those bits in an RPG that tell you what dice to roll definitely rules. I have no problem saying that the core mechanic is a very important rule, but its importance doesn't alter is nature.
 

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I don't think core mechanics count as "rules." "Roll a d20 and add a modifier" is not a rule,it's a core system. Changing a core system is inherently more dramatic and impactful that changing a rule.

For example, Advantage and Disadvantage is a load bearing rule in 5E per the OP. Changing it (going back to modifiers) requires a major shift in play but probably doesn't break anything. Switching the core mechanic to 2d10 plus modifiers would be a much bigger deal.
Level Up A5E removes a lot of superfluous Advantage providers in favor of a stacking d4-6-8 "expertise" die which also replaces old expertise.

The results shouldn't be too much higher than regular dnd since the expertise die caps out at d8 in most cases, but it does lend to some number bloat. I think it works well in most cases but can be prone to system mastery abuse.
 

Changing a major rule in a game you already know would seem to be light-years less work than learning a whole new system.
Load bearing means the rule is a crucial element of the structure. Removing or changing that rule is going to have an impact on the whole game. If I’m disliking a crucial element of a game so much that I’m willing to change it, that means I dislike the rules. I’ll play something else instead.
 

Load bearing means the rule is a crucial element of the structure. Removing or changing that rule is going to have an impact on the whole game. If I’m disliking a crucial element of a game so much that I’m willing to change it, that means I dislike the rules. I’ll play something else instead.
Many times, it's not about dislike, but about changing the feel/tone.
 

Changing a major rule in a game you already know would seem to be light-years less work than learning a whole new system.

Only if there aren't a lot of knock-on effects you have to account for. Depending on the importance of the rule, you can end up redesigning half the game byt he time you're done. We are talking about loadbearing rules here, after all.
 


Changing a major rule in a game you already know would seem to be light-years less work than learning a whole new system.
You'd think so, but actually I'd disagree. Changing the d20 roll into a 2d10 roll would require me to write and note hundreds of different areas. Much more work than simply learning another system, which I can do in a weekend.

Not to mention it's tedious work ...
 

You'd think so, but actually I'd disagree. Changing the d20 roll into a 2d10 roll would require me to write and note hundreds of different areas. Much more work than simply learning another system, which I can do in a weekend.

Not to mention it's tedious work ...
At the very least you would probably want to adjust DCs to match the actual probabilities on the curve.
1d20_vs_2d10.png
 


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