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Mearls' Legends and Lore: Miniatures Madness
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5476944" data-attributes="member: 82106"><p>lol, perhaps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>I think some of it is semantics. I'd say a rule like the 4e cover determination rule is fairly precise. 2 players should be able to objectively reach the same conclusions based on using that rule. Of course nothing is perfect, but it is pretty clear cut. I haven't really read your rules, so I won't say I know one way or the other how precise they are, but 'a tactical or situational advantage' sounds to me like it covers a lot of ground where the determinations are in the hands of one of the participants and any 2 reasonable players using those rules might commonly disagree and the resolution of their disagreement will be subjective. The EFFECT of a situational advantage may well be precisely specified, but what constitutes one may not be (again I'm speculating in the absence of having read the material, so I could be missing something there).</p><p></p><p>I guess for me the interesting aspect of the RPG is how the players have their characters react to the situations they find themselves in, not how they interact with the rules. I'm fine with the wall being a wall and the effects of walls being pretty cut-and-dried. If the wall is an illusionary shadow wall, then that's a different thing from a stone wall. Sure the rules probably don't cover illusionary shadow walls, they can only give you the common cases. OTOH 4e isn't exactly bereft of advice on how to work with things outside of its definitions.</p><p></p><p>There's nothing wrong with different types of games either. Some games simply abstract things to a higher degree than others. A precise rule about how walls give cover would be worthless in a game where combat is abstract enough that it isn't a factor. I could imagine a set of rules that simply say you're a sneaky ambush fighter and you get a bonus to your defense whenever the scenario takes place in a location that is designated as appropriate for sneaking around. That could still be pretty precisely specified.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5476944, member: 82106"] lol, perhaps :) I think some of it is semantics. I'd say a rule like the 4e cover determination rule is fairly precise. 2 players should be able to objectively reach the same conclusions based on using that rule. Of course nothing is perfect, but it is pretty clear cut. I haven't really read your rules, so I won't say I know one way or the other how precise they are, but 'a tactical or situational advantage' sounds to me like it covers a lot of ground where the determinations are in the hands of one of the participants and any 2 reasonable players using those rules might commonly disagree and the resolution of their disagreement will be subjective. The EFFECT of a situational advantage may well be precisely specified, but what constitutes one may not be (again I'm speculating in the absence of having read the material, so I could be missing something there). I guess for me the interesting aspect of the RPG is how the players have their characters react to the situations they find themselves in, not how they interact with the rules. I'm fine with the wall being a wall and the effects of walls being pretty cut-and-dried. If the wall is an illusionary shadow wall, then that's a different thing from a stone wall. Sure the rules probably don't cover illusionary shadow walls, they can only give you the common cases. OTOH 4e isn't exactly bereft of advice on how to work with things outside of its definitions. There's nothing wrong with different types of games either. Some games simply abstract things to a higher degree than others. A precise rule about how walls give cover would be worthless in a game where combat is abstract enough that it isn't a factor. I could imagine a set of rules that simply say you're a sneaky ambush fighter and you get a bonus to your defense whenever the scenario takes place in a location that is designated as appropriate for sneaking around. That could still be pretty precisely specified. [/QUOTE]
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