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Rules, Rules, Rules: Thoughts on the Past, Present, and Future of D&D
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<blockquote data-quote="Bedrockgames" data-source="post: 8850021" data-attributes="member: 85555"><p>This strikes me as a very black and white framing of the issue. It is not the same as rules design in my experience. A ruling could be inventing a rule whole cloth or it could simply be deciding which existing mechanic in a game to apply to a given situation and how to apply it. Deciding to call for three Dexterity rolls in a row for a success is, I would say, a pretty effortless decision, especially once you get used to the idea. That may involve some elements of design (for example if you make it more involved to suit the situation and say something like the first success will get you X, the second Y and the third X+Y (and in this instance Y and X could be relatively simple things like bonuses to damage). They don't have to involve that, but they can. And in those instances, that isn't the same as building a system from the ground. Generally what people want in a system favoring rulings is the ability to drawn existing mechanics in the game creatively so that whatever it is the players are specifically saying they want to do, can be modeled. That is one of the big advantages of taking a more open, light and rulings over rules approach. Doesn't mean every GM will like it. Doesn't mean it is the way D&D should or shouldn't be. But I think fans of this approach don't really see themselves as being called upon to do the work of the designer (as sometimes this approach is criticized as).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8850021, member: 85555"] This strikes me as a very black and white framing of the issue. It is not the same as rules design in my experience. A ruling could be inventing a rule whole cloth or it could simply be deciding which existing mechanic in a game to apply to a given situation and how to apply it. Deciding to call for three Dexterity rolls in a row for a success is, I would say, a pretty effortless decision, especially once you get used to the idea. That may involve some elements of design (for example if you make it more involved to suit the situation and say something like the first success will get you X, the second Y and the third X+Y (and in this instance Y and X could be relatively simple things like bonuses to damage). They don't have to involve that, but they can. And in those instances, that isn't the same as building a system from the ground. Generally what people want in a system favoring rulings is the ability to drawn existing mechanics in the game creatively so that whatever it is the players are specifically saying they want to do, can be modeled. That is one of the big advantages of taking a more open, light and rulings over rules approach. Doesn't mean every GM will like it. Doesn't mean it is the way D&D should or shouldn't be. But I think fans of this approach don't really see themselves as being called upon to do the work of the designer (as sometimes this approach is criticized as). [/QUOTE]
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