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<blockquote data-quote="Retreater" data-source="post: 9345182" data-attributes="member: 42040"><p>They work different parts of my brain. </p><p>A robust, well-detailed system such as Pathfinder 2e or D&D 4E doesn't leave much to DM or player fiat. You know your abilities. You know what is required for certain actions. As someone creating the game, you should have a good handle on awarding treasure and designing encounters. But you spend more time instead of being creative, looking at +1s and looking up the precise wording on Daily Powers. </p><p>Other systems, such ones in the OSR, allow for more freedom from design and put more control in the DM's hands. This means that the responsibility of the game is completely on you. In many cases, even the class design and core chassis of the system is flawed. (Take a look at the OSE thief. It's terrible.) If you give out an imbalanced magic item, you have to adjust all future adventures for that item - or find a way to take it from the character. </p><p>Apart from the occasional one-shot, I've been running PF2 (~2 years) and D&D4E (~6 months). It's getting exhausting. After an extended break, I probably need to try a rules-lite system. However, in my experience, "rules-lite" evokes rules lawyers, complaints about favoritism between players, stressing about encounter and reward balance, and less material to "dig into" for pleasure reading.</p><p>Long story short (too late!), I'd say there isn't one better or worse for me - except if we go for a "happy medium" (5E? Savage Worlds?) which is something I almost always dislike because it doesn't offer the benefit of either approach while offering all the drawbacks.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9345182, member: 42040"] They work different parts of my brain. A robust, well-detailed system such as Pathfinder 2e or D&D 4E doesn't leave much to DM or player fiat. You know your abilities. You know what is required for certain actions. As someone creating the game, you should have a good handle on awarding treasure and designing encounters. But you spend more time instead of being creative, looking at +1s and looking up the precise wording on Daily Powers. Other systems, such ones in the OSR, allow for more freedom from design and put more control in the DM's hands. This means that the responsibility of the game is completely on you. In many cases, even the class design and core chassis of the system is flawed. (Take a look at the OSE thief. It's terrible.) If you give out an imbalanced magic item, you have to adjust all future adventures for that item - or find a way to take it from the character. Apart from the occasional one-shot, I've been running PF2 (~2 years) and D&D4E (~6 months). It's getting exhausting. After an extended break, I probably need to try a rules-lite system. However, in my experience, "rules-lite" evokes rules lawyers, complaints about favoritism between players, stressing about encounter and reward balance, and less material to "dig into" for pleasure reading. Long story short (too late!), I'd say there isn't one better or worse for me - except if we go for a "happy medium" (5E? Savage Worlds?) which is something I almost always dislike because it doesn't offer the benefit of either approach while offering all the drawbacks. [/QUOTE]
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