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Mike Mearls comments on design
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3932546" data-attributes="member: 5143"><p>Yes, that IS the important thing in the game, strangely enough. That's why I buy a game system and not make it up myself. I could run generic fantasy in GURPS, Paladium Fantasy, Hero System, Big Eyes Small Mouth, Rolemaster, or any number of other games.</p><p></p><p>I buy D&D because I like the rules in it better than the other games. In each and every one of those games if I want to run a fantasy game I'm going to have to make a lot of changes to the rules to get away from some of the default setting elements unless I want to run a game in the implied setting that each game supports. And because of the math involved, it will assume people in that world miss a certain percentage of the time(and the amount that it varies from creature to creature). A world in which the PCs hit 95% of the time and kill most enemies in 1 hit will come across as an entirely different game that one where PCs hit 5% of the time and require 20 hits to kill an enemy. Elves may have the ability to see in the dark in GURPS and not in Paladium Fantasy. This changes the implied setting.</p><p></p><p>Rules of a game HEAVILY define an implied setting. From the big to the small. I could see getting just as worked up about the fact that there are rogues in the game(implying that some people sneak around and use stealthy tactics when such a thing might not exist in my game world) as I could getting annoyed at Golden Wyvern. It's simply a matter of taste and tradition. Golden Wyvern hasn't existed before but rogues have.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3932546, member: 5143"] Yes, that IS the important thing in the game, strangely enough. That's why I buy a game system and not make it up myself. I could run generic fantasy in GURPS, Paladium Fantasy, Hero System, Big Eyes Small Mouth, Rolemaster, or any number of other games. I buy D&D because I like the rules in it better than the other games. In each and every one of those games if I want to run a fantasy game I'm going to have to make a lot of changes to the rules to get away from some of the default setting elements unless I want to run a game in the implied setting that each game supports. And because of the math involved, it will assume people in that world miss a certain percentage of the time(and the amount that it varies from creature to creature). A world in which the PCs hit 95% of the time and kill most enemies in 1 hit will come across as an entirely different game that one where PCs hit 5% of the time and require 20 hits to kill an enemy. Elves may have the ability to see in the dark in GURPS and not in Paladium Fantasy. This changes the implied setting. Rules of a game HEAVILY define an implied setting. From the big to the small. I could see getting just as worked up about the fact that there are rogues in the game(implying that some people sneak around and use stealthy tactics when such a thing might not exist in my game world) as I could getting annoyed at Golden Wyvern. It's simply a matter of taste and tradition. Golden Wyvern hasn't existed before but rogues have. [/QUOTE]
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