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*TTRPGs General
Pang of nostalgia for "light" stat blocks
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<blockquote data-quote="jgbrowning" data-source="post: 2780194" data-attributes="member: 5724"><p>Any situation that isn't completely covered in the ruleset and which requires adjudication results in an "entirely new" rule. Just like any new species is "entirely new" even if it's a just a newly discovered Canine and we name it under the accepted nomanclature according to fixed guidelines.</p><p></p><p>A guideline for making up new rules isn't a rule. It's design advice.</p><p></p><p>If you use d20 + +modifiers - -modfiers to make a new rule, you're <strong>not using the actual rules</strong> because you're the one deciding what modifiers to apply—another person may reasonably decide different modifiers apply— but under no circumstance is <strong>the rules</strong> deciding what happens. You may decide the player gets X bonus and I decide he wouldn't. Since there's only a guideline for the procedure in making up new rules, we're ad hoccing and both of us will have a correct answer if our respective parties accept our ruling. You're not using the rules, you're designing the rules.</p><p></p><p>You do realize that this is just as arbitrary as saying "You have an X% chance to succeed" because both situations can take cause and effect, situation and chance to create an equally valid outcome? Both are ad hoc solutions.</p><p></p><p>The only thing the d20 version is is <strong>better game design for a d20 game</strong> because it follows the trending pattern. It is, still, however, ad hoc because two people given the same situation could easily come up with <strong>a different % chance of success</strong> that two people could both see as a reasonable outcome.</p><p></p><p>Hence, ad hoc. A non ad hoc solution would give the same results every time. An ad hoc solution may give the same results, but it also may not.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 2780194, member: 5724"] Any situation that isn't completely covered in the ruleset and which requires adjudication results in an "entirely new" rule. Just like any new species is "entirely new" even if it's a just a newly discovered Canine and we name it under the accepted nomanclature according to fixed guidelines. A guideline for making up new rules isn't a rule. It's design advice. If you use d20 + +modifiers - -modfiers to make a new rule, you're [b]not using the actual rules[/b] because you're the one deciding what modifiers to apply—another person may reasonably decide different modifiers apply— but under no circumstance is [b]the rules[/b] deciding what happens. You may decide the player gets X bonus and I decide he wouldn't. Since there's only a guideline for the procedure in making up new rules, we're ad hoccing and both of us will have a correct answer if our respective parties accept our ruling. You're not using the rules, you're designing the rules. You do realize that this is just as arbitrary as saying "You have an X% chance to succeed" because both situations can take cause and effect, situation and chance to create an equally valid outcome? Both are ad hoc solutions. The only thing the d20 version is is [b]better game design for a d20 game[/b] because it follows the trending pattern. It is, still, however, ad hoc because two people given the same situation could easily come up with [b]a different % chance of success[/b] that two people could both see as a reasonable outcome. Hence, ad hoc. A non ad hoc solution would give the same results every time. An ad hoc solution may give the same results, but it also may not. joe b. [/QUOTE]
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