Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Reducing Options to Increase Fun
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5261288" data-attributes="member: 42582"><p>Or you can have siloing. RM, in effect, has this, because PCs have many development points per level, and are constrained in how many they can spend each level on "core" skills like combat and magic.</p><p></p><p>Or, like (I think) Ariosto has been saying, you can do it like RQ does and silo every single skill, <em>and</em> determine progression in each skill independently by a "skill gain" roll after each use of a skill.</p><p></p><p>And interestingly, these different ways of doing it have different effects on the game. RM favours heavy metagaming of PC build, whether for combat/magic optimisation, or flavour "optimisation" (goat herding, fire building and similar peripheral skills purchased out of the siloed development points). Whereas RQ is almost metagame free, because there is nothing that affects skill development except ingame use.</p><p></p><p>It seems to me that there is another dispute between Hussar and Ariosto, also, namely, whether a richer skill system or a richer action resolution system (and these two can overlap but need not) reduces the need to "game the GM". I feel that even a system like 3E or RM can still lead to a degree of GM-gaming, because there aren't tables or preset DCs to cover every eventuality, and sometimes the GM just has to make a call. I prefer more expressly metagame-y systems, like DMG p 42, for reining this in. (I'm pretty sure from past exchanges that Ariosto doesn't agree with this.) They still depend upon reasonable give-and-take between players and GM, but it's within a pre-established framework. So players can have a greater degree of confidence in the consistency and tenability of the way that declared actions are resolved.</p><p></p><p>For me, the issue is "In what way does cooking rabbits matter to the play of the game?" If not at all, then why clutter the character sheet and the rulebooks? On the other hand, if it's a wilderness survival game, maybe those sorts of skills should be front-and-centre. If (as is often suggested in relation to D&D, and especially Craft and Profession in 3E) it's about establishing character background, then in many cases it should be possible just to make a note and move on. Or, in a system like RM in which the skill list purports to be the totality of the character, you buy it out of the relevant siloed character building resources.</p><p></p><p>Importantly, even if it's just a note written on a character sheet it can still matter to play. For example, in resolving a wilderness survival skill challenge in 4e, I would expect the knight without his squire to approach the scenario, and to deploy his skills, in quite a different way from a ranger trained in Nature. So it would still matter to the unfolding story. (My feeling is that in a more strongly simulationist action resolution system its harder to make mere notes written on character sheets actually matter in this way.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5261288, member: 42582"] Or you can have siloing. RM, in effect, has this, because PCs have many development points per level, and are constrained in how many they can spend each level on "core" skills like combat and magic. Or, like (I think) Ariosto has been saying, you can do it like RQ does and silo every single skill, [I]and[/I] determine progression in each skill independently by a "skill gain" roll after each use of a skill. And interestingly, these different ways of doing it have different effects on the game. RM favours heavy metagaming of PC build, whether for combat/magic optimisation, or flavour "optimisation" (goat herding, fire building and similar peripheral skills purchased out of the siloed development points). Whereas RQ is almost metagame free, because there is nothing that affects skill development except ingame use. It seems to me that there is another dispute between Hussar and Ariosto, also, namely, whether a richer skill system or a richer action resolution system (and these two can overlap but need not) reduces the need to "game the GM". I feel that even a system like 3E or RM can still lead to a degree of GM-gaming, because there aren't tables or preset DCs to cover every eventuality, and sometimes the GM just has to make a call. I prefer more expressly metagame-y systems, like DMG p 42, for reining this in. (I'm pretty sure from past exchanges that Ariosto doesn't agree with this.) They still depend upon reasonable give-and-take between players and GM, but it's within a pre-established framework. So players can have a greater degree of confidence in the consistency and tenability of the way that declared actions are resolved. For me, the issue is "In what way does cooking rabbits matter to the play of the game?" If not at all, then why clutter the character sheet and the rulebooks? On the other hand, if it's a wilderness survival game, maybe those sorts of skills should be front-and-centre. If (as is often suggested in relation to D&D, and especially Craft and Profession in 3E) it's about establishing character background, then in many cases it should be possible just to make a note and move on. Or, in a system like RM in which the skill list purports to be the totality of the character, you buy it out of the relevant siloed character building resources. Importantly, even if it's just a note written on a character sheet it can still matter to play. For example, in resolving a wilderness survival skill challenge in 4e, I would expect the knight without his squire to approach the scenario, and to deploy his skills, in quite a different way from a ranger trained in Nature. So it would still matter to the unfolding story. (My feeling is that in a more strongly simulationist action resolution system its harder to make mere notes written on character sheets actually matter in this way.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Reducing Options to Increase Fun
Top