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<blockquote data-quote="Swanosaurus" data-source="post: 9348279" data-attributes="member: 7044220"><p>What you seem to be missing here is the possibility of playing with a ruleset that has sensible, broad rules that basically tell you "If there's no procedure and you feel that a roll ought to be made, just take the stat/skill that seems most fitting, assign a modifier according to a standard ladder of difficulties, and roll to succeed." The cognitive load of that is absolutely minimal. And in 90% of all situations, it is absolutely sufficient. Really, if you ask me how I handle stuff that's not in the rules in 1st Edition The Dark Eye or in Basic Roleplaying, that's it. There might be a few considerations beyond it (damage, for example), but nothing that would take more than two minutes to come up with or to explain. Really, I've run a lot of games in a lot of different systems and came up with a lot of rulings, but from the top of my head, I couldn't tell you one house-rule I've come up with that added complexity. I remember that I decided to run Troika! with roll-high only and not a mix of roll-high and roll under, but that was purely to simplify the process; and I probably did a lot of house-rules along the lines of "no, wo won't use the horseback fighting rules, they're a PITA, you'll just fight with advantage, and if you fumble, you make a riding check to see if you fall from your horse." If I house-rule, then typically its the decision to ignore the more specific rules and just resort to the general procedure of the given system instead, so I reduce the mental load.</p><p></p><p>Do you actually know any RPG systems besides different versions of D&D? Because that might be part of the problem here ...</p></blockquote><p></p>
[QUOTE="Swanosaurus, post: 9348279, member: 7044220"] What you seem to be missing here is the possibility of playing with a ruleset that has sensible, broad rules that basically tell you "If there's no procedure and you feel that a roll ought to be made, just take the stat/skill that seems most fitting, assign a modifier according to a standard ladder of difficulties, and roll to succeed." The cognitive load of that is absolutely minimal. And in 90% of all situations, it is absolutely sufficient. Really, if you ask me how I handle stuff that's not in the rules in 1st Edition The Dark Eye or in Basic Roleplaying, that's it. There might be a few considerations beyond it (damage, for example), but nothing that would take more than two minutes to come up with or to explain. Really, I've run a lot of games in a lot of different systems and came up with a lot of rulings, but from the top of my head, I couldn't tell you one house-rule I've come up with that added complexity. I remember that I decided to run Troika! with roll-high only and not a mix of roll-high and roll under, but that was purely to simplify the process; and I probably did a lot of house-rules along the lines of "no, wo won't use the horseback fighting rules, they're a PITA, you'll just fight with advantage, and if you fumble, you make a riding check to see if you fall from your horse." If I house-rule, then typically its the decision to ignore the more specific rules and just resort to the general procedure of the given system instead, so I reduce the mental load. Do you actually know any RPG systems besides different versions of D&D? Because that might be part of the problem here ... [/QUOTE]
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