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Needless Variation
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<blockquote data-quote="KDLadage" data-source="post: 1064042" data-attributes="member: 88"><p>OK... you are right. I should not have commented, given the topic. But the idea of variations due to house rules, and variations due to official rules are two very different issues.</p><p></p><p>I may be overstepping here, but try this:</p><p></p><p>We have the d20 SYSTEM. The word system, and the promise of the system ('not having to learn new rules') are both violated when the core, official rules, vary in ways that are not a vast improvement for that genre.</p><p></p><p>For example, I understand and can accept the vast difference between how magic is handled in d20 Fantasy and d20 Modern. These two methods fit the genre being played.</p><p></p><p>I cannot see that one recovery method is vastly superior to the other for either genre. So the shift in rules becomes problematic, because it is not an obvious thing to want to address, and so the fact that it is different, is something that a player (or a DM) could miss, causing confusion when the rule is applied.</p><p></p><p>In Star Wars, we are no longer dealing with a genre, we are dealing with a setting, and so variation here I can see. But consider...</p><p></p><p>What if the rules were the same across the board? What if all of the systems used a Fort save for stabalization? Suppose then, in D&D, the save is made at a DC of 15 by default, with a sidebar indicating how the deadliness of the game can be tailored via the use of a shift in where that DC lands... then Star Wars becomes a DC 10, D&D becomes a DC 15 and d20 Modern becomes a DC 20 (with a similar sidebar) -- same rule, variation exists, but within a solid framework of the same mechanic and so less confusion comes in...</p><p></p><p>What if the rules were the same across teh baord? What if all of the systems used a % chance of recovery for stabalization? Suppose then, in D&D, the save is made at a 10% chance by default, with a sidebar indicating how the deadliness of the game can be tailored via the use of a shift in this %age chance... then Star Wars could be a 50% chance, D&D becomes a 10% chance and d20 Modern becomes a 20% chance (with a similar sidebar) -- same rule, variation exists, but within a solid framework of the same mechanic and so less confusion comes in...</p><p></p><p>My problem is not with the fact that we have variation in chance, it is needless variation in MECHANIC that causes my trouble here...</p><p></p><p>I hope this makes sense.</p></blockquote><p></p>
[QUOTE="KDLadage, post: 1064042, member: 88"] OK... you are right. I should not have commented, given the topic. But the idea of variations due to house rules, and variations due to official rules are two very different issues. I may be overstepping here, but try this: We have the d20 SYSTEM. The word system, and the promise of the system ('not having to learn new rules') are both violated when the core, official rules, vary in ways that are not a vast improvement for that genre. For example, I understand and can accept the vast difference between how magic is handled in d20 Fantasy and d20 Modern. These two methods fit the genre being played. I cannot see that one recovery method is vastly superior to the other for either genre. So the shift in rules becomes problematic, because it is not an obvious thing to want to address, and so the fact that it is different, is something that a player (or a DM) could miss, causing confusion when the rule is applied. In Star Wars, we are no longer dealing with a genre, we are dealing with a setting, and so variation here I can see. But consider... What if the rules were the same across the board? What if all of the systems used a Fort save for stabalization? Suppose then, in D&D, the save is made at a DC of 15 by default, with a sidebar indicating how the deadliness of the game can be tailored via the use of a shift in where that DC lands... then Star Wars becomes a DC 10, D&D becomes a DC 15 and d20 Modern becomes a DC 20 (with a similar sidebar) -- same rule, variation exists, but within a solid framework of the same mechanic and so less confusion comes in... What if the rules were the same across teh baord? What if all of the systems used a % chance of recovery for stabalization? Suppose then, in D&D, the save is made at a 10% chance by default, with a sidebar indicating how the deadliness of the game can be tailored via the use of a shift in this %age chance... then Star Wars could be a 50% chance, D&D becomes a 10% chance and d20 Modern becomes a 20% chance (with a similar sidebar) -- same rule, variation exists, but within a solid framework of the same mechanic and so less confusion comes in... My problem is not with the fact that we have variation in chance, it is needless variation in MECHANIC that causes my trouble here... I hope this makes sense. [/QUOTE]
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