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*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="pemerton" data-source="post: 7760013" data-attributes="member: 42582"><p>I have to say, by this metric, vast swathes of the spell rules could go. There is absolutley no need for rules that specify range and AoE down to the last foot, that distinguish between a stepped-up fireball and a meteor swarm, etc if the goals is <em>exciting stories about brave adventurers facing deadly perils</em>.</p><p></p><p>I think a lot of the equipment rules might be vulnerable too. The difference between attacking with a mace and a sword doesn't seem super-important from the point of view of exciting stories about brave adventurers facing deadly peril. (In REH Conan stories the difference between weapons is pretty much colour, for instance.)</p><p></p><p>I wouldn't class Fate as light. I think it's comparable to Marvel Heroic/Cortex+ Heroic in its handling - maybe even a bit heavier, because its combat uses zones, and it combines descriptors with a slightly more rigid skill system.</p><p></p><p>By "bringing the excitiement to the table on their own" do you mean that the excitement comes from the fiction, rather than the wargame?</p><p></p><p>Personally I'm not sure that's true - when I play MHRP/Cortex players get excited finding out how their pools turn out, and similarly playing Prince Valiant (which is genuinely light, I think). But also, in a RPG <em>shouldn't</em> the bulk of the excitiment come from the fiction?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7760013, member: 42582"] I have to say, by this metric, vast swathes of the spell rules could go. There is absolutley no need for rules that specify range and AoE down to the last foot, that distinguish between a stepped-up fireball and a meteor swarm, etc if the goals is [I]exciting stories about brave adventurers facing deadly perils[/I]. I think a lot of the equipment rules might be vulnerable too. The difference between attacking with a mace and a sword doesn't seem super-important from the point of view of exciting stories about brave adventurers facing deadly peril. (In REH Conan stories the difference between weapons is pretty much colour, for instance.) I wouldn't class Fate as light. I think it's comparable to Marvel Heroic/Cortex+ Heroic in its handling - maybe even a bit heavier, because its combat uses zones, and it combines descriptors with a slightly more rigid skill system. By "bringing the excitiement to the table on their own" do you mean that the excitement comes from the fiction, rather than the wargame? Personally I'm not sure that's true - when I play MHRP/Cortex players get excited finding out how their pools turn out, and similarly playing Prince Valiant (which is genuinely light, I think). But also, in a RPG [I]shouldn't[/I] the bulk of the excitiment come from the fiction? [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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