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Rule of Three: March 13
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<blockquote data-quote="Mattachine" data-source="post: 5851504" data-attributes="member: 6678226"><p>I was referring specifically to the idea that the base game, off of which options (or modules) will be based, does not have to simply be the core mechanics. The base game could be the mechanics, PLUS the "swashbuckling module" you state--except not as a mod, but as the standard. An optional set of rules could actually say something to the effect of, "Only simple combat rules are used, and the DM uses his judgement for maneuvers and stunts."</p><p></p><p>Again, Burning Wheel does this, and, it could be argued, Basic D&D was this for AD&D. They were different systems, to be sure, but one could use Basic D&D combat in lieu of AD&D's. Heck, I did exactly that when I ran D&D games when I was in sixth-eighth grade (simple initiative, no speed factors, no segments, no weapon vs. AC, etc.).</p><p></p><p>In other words "Core Game" does not equal "Simplest Game". I mean, the core game of baseball is much more complex than the version played in my elementary school gym class. The latter game was made by making subtractions from core game. That is what I would like to see for 5e: robust core with some complexity, provide options for a simpler game, and options for a more complex one.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 5851504, member: 6678226"] I was referring specifically to the idea that the base game, off of which options (or modules) will be based, does not have to simply be the core mechanics. The base game could be the mechanics, PLUS the "swashbuckling module" you state--except not as a mod, but as the standard. An optional set of rules could actually say something to the effect of, "Only simple combat rules are used, and the DM uses his judgement for maneuvers and stunts." Again, Burning Wheel does this, and, it could be argued, Basic D&D was this for AD&D. They were different systems, to be sure, but one could use Basic D&D combat in lieu of AD&D's. Heck, I did exactly that when I ran D&D games when I was in sixth-eighth grade (simple initiative, no speed factors, no segments, no weapon vs. AC, etc.). In other words "Core Game" does not equal "Simplest Game". I mean, the core game of baseball is much more complex than the version played in my elementary school gym class. The latter game was made by making subtractions from core game. That is what I would like to see for 5e: robust core with some complexity, provide options for a simpler game, and options for a more complex one. [/QUOTE]
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Rule of Three: March 13
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