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<blockquote data-quote="maddman75" data-source="post: 2045686" data-attributes="member: 2673"><p>On the rules-light vs rules heavy debate this has morphed into, I can offer an anecdote of how rules heavy can discourage innovation.</p><p></p><p>We'd played 3e and nothing but 3e for a long time. I've noticed a tendency, due to the large number of skills, feats, and special abilities, when a player gets in a jam the first thing they do is look over their skills, feats, and special abilities to find a fix for that problem. If there's nothing on the sheet, they assume there's nothing they can do. This isn't a knock, just something I've observed from any rules heavy game system.</p><p></p><p>When we played All Flesh Must Be Eaten, with me using the simplest options avaiable it was a very different situation. For the most part, the ZM picks the Stat and SKill that applies to the situation, and decides the # of successes or an opposed roll. When one of the characters got each arm grabbed by a zombie he wanted to know what he used to get out, looking over his character sheet. I had to get him to stop, not worry about rules, and just tell me what his character wanted to do. He replied "I want to push one zombie off me, and once my arm is free swing my shotgun up to the leg of the other one.' So we did an opposed Strength test to shake off zombie #1, which he passed. Then he went for the other one with his shotgun. I gave him -1 for the akward angle, but gave him a called shot to the leg 'for free'. This isn't in the rulebook anywhere, just what I decided to happen.</p><p></p><p>True, you can do the same with 3e or any heavier system (and Unisystem can be fairly heavy, depending on the exact rules used. But mine was pretty light). But the players will tend to do what the rules support, and in 3e it supports using all your feats, skills, etc. And that's a feature, not a bug. Different tastes, and different advantages to different systems. Liking system A does not mean you can't like systems B or C as well.</p></blockquote><p></p>
[QUOTE="maddman75, post: 2045686, member: 2673"] On the rules-light vs rules heavy debate this has morphed into, I can offer an anecdote of how rules heavy can discourage innovation. We'd played 3e and nothing but 3e for a long time. I've noticed a tendency, due to the large number of skills, feats, and special abilities, when a player gets in a jam the first thing they do is look over their skills, feats, and special abilities to find a fix for that problem. If there's nothing on the sheet, they assume there's nothing they can do. This isn't a knock, just something I've observed from any rules heavy game system. When we played All Flesh Must Be Eaten, with me using the simplest options avaiable it was a very different situation. For the most part, the ZM picks the Stat and SKill that applies to the situation, and decides the # of successes or an opposed roll. When one of the characters got each arm grabbed by a zombie he wanted to know what he used to get out, looking over his character sheet. I had to get him to stop, not worry about rules, and just tell me what his character wanted to do. He replied "I want to push one zombie off me, and once my arm is free swing my shotgun up to the leg of the other one.' So we did an opposed Strength test to shake off zombie #1, which he passed. Then he went for the other one with his shotgun. I gave him -1 for the akward angle, but gave him a called shot to the leg 'for free'. This isn't in the rulebook anywhere, just what I decided to happen. True, you can do the same with 3e or any heavier system (and Unisystem can be fairly heavy, depending on the exact rules used. But mine was pretty light). But the players will tend to do what the rules support, and in 3e it supports using all your feats, skills, etc. And that's a feature, not a bug. Different tastes, and different advantages to different systems. Liking system A does not mean you can't like systems B or C as well. [/QUOTE]
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