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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Stalker0" data-source="post: 9041048" data-attributes="member: 5889"><p>Ultimately this is the slippery slope I agree. I don’t want to go back to a 3e mindset myself.</p><p></p><p>For me where to draw the line is to look at the “core experiences” of dnd, the things that almost every table seems to deal with, and deal with commonly. That’s where I want to see the bulk of the rules weight focused on.</p><p></p><p>I personally don’t mind if weird item X is vague and rules lite. I don’t need rules for every way a player might use their attack action to poke a tree, etc</p><p></p><p>But i do think you can come up with top 20 “common dnd scenarios” that the majority of tables play with, and create good rules that handle the majority of common player actions within that scenario. That doesn’t eliminate dnd rulings, but it does reduce them. For most everything else, by all means focus on rulings and keep it rules lite.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9041048, member: 5889"] Ultimately this is the slippery slope I agree. I don’t want to go back to a 3e mindset myself. For me where to draw the line is to look at the “core experiences” of dnd, the things that almost every table seems to deal with, and deal with commonly. That’s where I want to see the bulk of the rules weight focused on. I personally don’t mind if weird item X is vague and rules lite. I don’t need rules for every way a player might use their attack action to poke a tree, etc But i do think you can come up with top 20 “common dnd scenarios” that the majority of tables play with, and create good rules that handle the majority of common player actions within that scenario. That doesn’t eliminate dnd rulings, but it does reduce them. For most everything else, by all means focus on rulings and keep it rules lite. [/QUOTE]
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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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