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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Oofta" data-source="post: 9040642" data-attributes="member: 6801845"><p>Put me down solidly in the "don't make more rules than you need" camp. I think it's one of the reasons 5E has seen such unexpected runaway success. As the interview stated in the OP, no game is going to be a realistic simulation. Fireball spells don't exist, so it doesn't matter how we implement them. Hit points are another great example. There is no possible way we're ever going to simulate every aspect of even a boxing match, much less a generic system that covers every type of damage possible. Yet, combat at least emulates the feel of an action movie fight scene. It's a terrible system, just better or at least not any worse than some of the other systems out there. You're always going to have trade-offs.</p><p></p><p>Then we have the more nebulous areas whether that's social interactions or things like stealth. For the former, I don't want concrete influence points, reputation or any kind of tracking numbers at all. At least not officially. If I'm playing, I don't want to be thinking in terms of "This will give me 10 influence points for this alliance which makes me trusted." As a DM I want more flexibility and want to do things based on what makes the most sense logically given the agendas and motivations of the parties involved.</p><p></p><p>When it comes to stealth, I want guidelines and suggestions instead of rules. The situations where stealth apply are so varied that rules either over-simplify things or make assumptions that are frequently illogical. This is an area I know they struggled with coming up with the rules for 5E. I remember an interview with Crawford about how he had worked out concrete rules for stealth that would have taken an entire page. But they realized (correctly, I think) that no set of rules could ever be comprehensive. It's <em>always</em> going to be up to the DM whether you can hide or not, whether they've set up a scenario where stealth is even possible.</p><p></p><p>I think the parts of the game that are left up to the GM is just as important as what parts of the game have hard-coded rules. If i want to play a board game I'll play a board game. If I want to play a more locked-down edition of D&D that is more likely to look similar from one table to the next I'll look at 3 or 4E. There's never going to be a perfect balance between the specificity of rules that we need, what works for one person won't work for another, but for the most part the balance they struck in 5E works for me.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9040642, member: 6801845"] Put me down solidly in the "don't make more rules than you need" camp. I think it's one of the reasons 5E has seen such unexpected runaway success. As the interview stated in the OP, no game is going to be a realistic simulation. Fireball spells don't exist, so it doesn't matter how we implement them. Hit points are another great example. There is no possible way we're ever going to simulate every aspect of even a boxing match, much less a generic system that covers every type of damage possible. Yet, combat at least emulates the feel of an action movie fight scene. It's a terrible system, just better or at least not any worse than some of the other systems out there. You're always going to have trade-offs. Then we have the more nebulous areas whether that's social interactions or things like stealth. For the former, I don't want concrete influence points, reputation or any kind of tracking numbers at all. At least not officially. If I'm playing, I don't want to be thinking in terms of "This will give me 10 influence points for this alliance which makes me trusted." As a DM I want more flexibility and want to do things based on what makes the most sense logically given the agendas and motivations of the parties involved. When it comes to stealth, I want guidelines and suggestions instead of rules. The situations where stealth apply are so varied that rules either over-simplify things or make assumptions that are frequently illogical. This is an area I know they struggled with coming up with the rules for 5E. I remember an interview with Crawford about how he had worked out concrete rules for stealth that would have taken an entire page. But they realized (correctly, I think) that no set of rules could ever be comprehensive. It's [I]always[/I] going to be up to the DM whether you can hide or not, whether they've set up a scenario where stealth is even possible. I think the parts of the game that are left up to the GM is just as important as what parts of the game have hard-coded rules. If i want to play a board game I'll play a board game. If I want to play a more locked-down edition of D&D that is more likely to look similar from one table to the next I'll look at 3 or 4E. There's never going to be a perfect balance between the specificity of rules that we need, what works for one person won't work for another, but for the most part the balance they struck in 5E works for me. [/QUOTE]
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