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"Roleplaying": Thank you, Mr. Baur
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<blockquote data-quote="seskis281" data-source="post: 3032477" data-attributes="member: 41593"><p>My apologies for misrepresenting/misunderstanding your views. It's just that the post above you used primarily all rules as the basis for how a character is represented.</p><p></p><p></p><p></p><p>This is the part I agree with completely. It should be a blend of all these factors.</p><p></p><p></p><p></p><p>But I noticed you listed rules 1st above.</p><p></p><p>Ok, then I think this is where our philosophical disagreement starts... The PHB I use says the following:</p><p></p><p>"All games have rules. Rules make a game playable. Rules are a set of guidelines offering the regulation of game activities...</p><p></p><p>Rules are indispensable, but if they are too rigorously imposed, on the other hand, rules can constrain and limit the deeds and exploits imagined by players."</p><p></p><p>That comes under the heading of "The rules are your Servant, Not your Master!" in the C&C PHB. </p><p></p><p>I would disagree that the "physics" of the fantasy world are necessarily found in the adherance to rules. Physics, to me, would simply mean that we try to make some fantastical concepts have some seeming "realness" to them in play. This includes actions and deeds. But strictly following a DC to see if a character knows something... well, even a 1st level could roll a Natural 20.... which is where I do think a hierarchy of character background and personality first comes into play. Why even eat up gaming time with constant checks when one a DM can say - "as a first level rogue who'd never been out of the city before this adventure, you would have no geographical knowledge to even check against about this desert hundreds of miles away."</p><p></p><p>But hey, that does lead us back to a whole other thread on the benefits/problems with either a rules-lite or rules-heavy system. </p><p></p><p>John <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="seskis281, post: 3032477, member: 41593"] My apologies for misrepresenting/misunderstanding your views. It's just that the post above you used primarily all rules as the basis for how a character is represented. This is the part I agree with completely. It should be a blend of all these factors. But I noticed you listed rules 1st above. Ok, then I think this is where our philosophical disagreement starts... The PHB I use says the following: "All games have rules. Rules make a game playable. Rules are a set of guidelines offering the regulation of game activities... Rules are indispensable, but if they are too rigorously imposed, on the other hand, rules can constrain and limit the deeds and exploits imagined by players." That comes under the heading of "The rules are your Servant, Not your Master!" in the C&C PHB. I would disagree that the "physics" of the fantasy world are necessarily found in the adherance to rules. Physics, to me, would simply mean that we try to make some fantastical concepts have some seeming "realness" to them in play. This includes actions and deeds. But strictly following a DC to see if a character knows something... well, even a 1st level could roll a Natural 20.... which is where I do think a hierarchy of character background and personality first comes into play. Why even eat up gaming time with constant checks when one a DM can say - "as a first level rogue who'd never been out of the city before this adventure, you would have no geographical knowledge to even check against about this desert hundreds of miles away." But hey, that does lead us back to a whole other thread on the benefits/problems with either a rules-lite or rules-heavy system. John :cool: [/QUOTE]
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