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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="pemerton" data-source="post: 7759666" data-attributes="member: 42582"><p>How would you characterise the following rule:</p><p></p><p style="margin-left: 20px">When you consult your accumulated knowledge about something, roll 2d6+Int bonus:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">✴On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">✴On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The GM might ask you "How do you know this?" Tell them the truth, now.</p><p></p><p>I don't see how it fits into a dichotomy between "the rules supporting the GM telling you how your interaction with his/her world works" and "the rules defining how your interact with the world".</p><p></p><p>My reason for asking is that because I don't think your suggested dichotomy covers the field, I don't know what you're trying to tell me about adjudication in 5e.</p><p></p><p>I think a courtly intrigue game of D&D is almost certain to involve issues around Charm Person and Suggestion spells - particulary if it's a game using the AD&D versions which (by contemporary standards) are super-high powered. At mid-level there will be ESP and other divination-related issues too (which 2nd ed-era stuff solved (for some value of "solved") by giving all diplomats a Ring of Mind Shielding or similar).</p><p></p><p>(The above is not theorycraft. It's extrapolation from experience.)</p><p></p><p>Character builds that support dungeon crawling (high capacity to absorb ablative damage; magic oriented towards fighting and exploration challenges; etc) tend to leave other aspects of character underdeveloped. The contrast even between D&D and Classic Traveller (1977) in this respect is fairly striking.</p><p></p><p>Another difference between D&D and other games that I personally would see as more versatile within their genres is that <em>so much real estate</em> in D&D is taken up with spells and, in later versions, similar discrete list-selected class features (feats, powers, the range of class abilities in 5e). The difference between a paladin and a ranger <em>could</em> be the difference between <em>gain advantage when your honour would help</em> and <em>gain advantage when your knowledge of the wilds would help</em>, but it's not.</p><p></p><p>(Also, and despite the name, GURPS is not especiallly generic. I think it offers a pretty consistent and fairly tightly focused gaming experience, of slightly low-powered Hero.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7759666, member: 42582"] How would you characterise the following rule: [indent]When you consult your accumulated knowledge about something, roll 2d6+Int bonus: ✴On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation; ✴On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful; The GM might ask you "How do you know this?" Tell them the truth, now.[/indent] I don't see how it fits into a dichotomy between "the rules supporting the GM telling you how your interaction with his/her world works" and "the rules defining how your interact with the world". My reason for asking is that because I don't think your suggested dichotomy covers the field, I don't know what you're trying to tell me about adjudication in 5e. I think a courtly intrigue game of D&D is almost certain to involve issues around Charm Person and Suggestion spells - particulary if it's a game using the AD&D versions which (by contemporary standards) are super-high powered. At mid-level there will be ESP and other divination-related issues too (which 2nd ed-era stuff solved (for some value of "solved") by giving all diplomats a Ring of Mind Shielding or similar). (The above is not theorycraft. It's extrapolation from experience.) Character builds that support dungeon crawling (high capacity to absorb ablative damage; magic oriented towards fighting and exploration challenges; etc) tend to leave other aspects of character underdeveloped. The contrast even between D&D and Classic Traveller (1977) in this respect is fairly striking. Another difference between D&D and other games that I personally would see as more versatile within their genres is that [I]so much real estate[/I] in D&D is taken up with spells and, in later versions, similar discrete list-selected class features (feats, powers, the range of class abilities in 5e). The difference between a paladin and a ranger [I]could[/I] be the difference between [I]gain advantage when your honour would help[/I] and [I]gain advantage when your knowledge of the wilds would help[/I], but it's not. (Also, and despite the name, GURPS is not especiallly generic. I think it offers a pretty consistent and fairly tightly focused gaming experience, of slightly low-powered Hero.) [/QUOTE]
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