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Mike Mearl's on simplifying skills in D&D
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<blockquote data-quote="Gentlegamer" data-source="post: 3173740" data-attributes="member: 2425"><p>For a roleplaying game I utterly reject the notion that there is such a thing as an "incomplete ruleset," unless you mean something like the SRD which doesn't have the rules for advancing characters (and no guidelines are given). </p><p></p><p>Adding to a system is much, much easier (preference-wise) than subtracting from a system that is as tightly systematized as d20. For example, considerations of tactical/miniatures combat is now so firmly intertwined throughout the system that those who don't want to use tactical combat cannot remove it without essentially rewritting the system. What matters in a rpg is the <em>game result</em> as a matter of adjudication (in this context of skills, stunts, etc). That's the base upon which other layers of consideration can be build (simulationists, etc.).</p><p> I find it curious that while you care about "good" you're also seem to disregard that the "fewer/broader skills" issue we are discussing is just as "good" at doing what is intended: providing a system for skills. The disagreement is on what is "good" in the skill system: simulationists want more minute differentiations build into the rules, while others just want a system for adjudication the basic results (i.e. the hawk and bat example).</p><p>I also reject the term "robust" used in this context: it is meaningless at best and loaded at worst, similar to "progressive" in the political context.</p></blockquote><p></p>
[QUOTE="Gentlegamer, post: 3173740, member: 2425"] For a roleplaying game I utterly reject the notion that there is such a thing as an "incomplete ruleset," unless you mean something like the SRD which doesn't have the rules for advancing characters (and no guidelines are given). Adding to a system is much, much easier (preference-wise) than subtracting from a system that is as tightly systematized as d20. For example, considerations of tactical/miniatures combat is now so firmly intertwined throughout the system that those who don't want to use tactical combat cannot remove it without essentially rewritting the system. What matters in a rpg is the [i]game result[/i] as a matter of adjudication (in this context of skills, stunts, etc). That's the base upon which other layers of consideration can be build (simulationists, etc.). I find it curious that while you care about "good" you're also seem to disregard that the "fewer/broader skills" issue we are discussing is just as "good" at doing what is intended: providing a system for skills. The disagreement is on what is "good" in the skill system: simulationists want more minute differentiations build into the rules, while others just want a system for adjudication the basic results (i.e. the hawk and bat example). I also reject the term "robust" used in this context: it is meaningless at best and loaded at worst, similar to "progressive" in the political context. [/QUOTE]
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