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<blockquote data-quote="GrimCo" data-source="post: 9245169" data-attributes="member: 7044462"><p>Rules in DMG are pretty barebones, but they are usable. Slightly better than nothing.</p><p></p><p></p><p></p><p>How would it harm the role play? If you don't want to use rules, you can ignore them. It is lot easier to just don't use rules than to create new rules. FE There are rules for encumbrance, but we mostly ignore them. Same for tracking ammunition. Our ability to ignore it and just presume we can carry what we have isn't hindered by the rules, but it helps people that like to play with tracking that kind of stuff. </p><p></p><p></p><p></p><p>Cause sometimes characters can do things players just cant. Some characters are just so good at bullshiting they could sell sand in Sahara. If player decided to heavily invest in those abilities for their characters and system supports it, why not just let them do it. And if it's two way street, it's kind of presumed that players know enough about the system they play with so they can expect to be sometimes be on the receiving end. </p><p></p><p></p><p>And if you don't want it, it cool. But those kind of robust rules don't hinder your ability to play the game the way you and your group like it. On the other hand, absence of those rules do hinder the ability of others to play the game they like it. </p><p></p><p>Making real argument in character is more of a player skill than character skill. Good professional communicators could essentially dump all social skills and be better at social interactions than someone who invested heavily into social skills and attributes but are shy, bad communicators or just don't really like that part of game very much.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9245169, member: 7044462"] Rules in DMG are pretty barebones, but they are usable. Slightly better than nothing. How would it harm the role play? If you don't want to use rules, you can ignore them. It is lot easier to just don't use rules than to create new rules. FE There are rules for encumbrance, but we mostly ignore them. Same for tracking ammunition. Our ability to ignore it and just presume we can carry what we have isn't hindered by the rules, but it helps people that like to play with tracking that kind of stuff. Cause sometimes characters can do things players just cant. Some characters are just so good at bullshiting they could sell sand in Sahara. If player decided to heavily invest in those abilities for their characters and system supports it, why not just let them do it. And if it's two way street, it's kind of presumed that players know enough about the system they play with so they can expect to be sometimes be on the receiving end. And if you don't want it, it cool. But those kind of robust rules don't hinder your ability to play the game the way you and your group like it. On the other hand, absence of those rules do hinder the ability of others to play the game they like it. Making real argument in character is more of a player skill than character skill. Good professional communicators could essentially dump all social skills and be better at social interactions than someone who invested heavily into social skills and attributes but are shy, bad communicators or just don't really like that part of game very much. [/QUOTE]
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