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General Tabletop Discussion
*Pathfinder & Starfinder
The core mechanic -- am I doing it wrong?
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<blockquote data-quote="hanez" data-source="post: 5801620" data-attributes="member: 82160"><p>I my experience with rules light, and rules heavy systems the more detailed and clear rules are, the less imaginative and fun the game is. It deeply effects my players and the way they speak and act at the game table. The more detailed and clear every single thing is, the less players just dream up cool ideas, the less they trust the dm to make a great game, maybe even the less they ENABLE the DM to make a great game.</p><p> </p><p>I miss the days when my melee players would say "I swing off the chandalier and land on him with my sword down" or "Im going to try and climb the serpents back and stab him in the mouth" and without having ANY IDEA how I was going to rule it, they would nevertheless have faith that I would rule actions fairly with the intent of making the game fun. Now they use power x, cause 2W damage with a slide effect, and repeat, and any attempt at creativity draws suspicion of rule lawyers that are <u>ENCOURAGED</u> to slow down and take the life out of my game by overly specific rules.</p><p> </p><p>Dont get me wrong, I want rules, lots of rules, but I want them to be fluffy, bendable, guidlines, I want them to enable great DMs to make great games. And bad DMs, well Im less concerned about that because who really wants to play with them anyways. But as always the DMG should focus on DMing strategies and guidelines to help new DMs</p></blockquote><p></p>
[QUOTE="hanez, post: 5801620, member: 82160"] I my experience with rules light, and rules heavy systems the more detailed and clear rules are, the less imaginative and fun the game is. It deeply effects my players and the way they speak and act at the game table. The more detailed and clear every single thing is, the less players just dream up cool ideas, the less they trust the dm to make a great game, maybe even the less they ENABLE the DM to make a great game. I miss the days when my melee players would say "I swing off the chandalier and land on him with my sword down" or "Im going to try and climb the serpents back and stab him in the mouth" and without having ANY IDEA how I was going to rule it, they would nevertheless have faith that I would rule actions fairly with the intent of making the game fun. Now they use power x, cause 2W damage with a slide effect, and repeat, and any attempt at creativity draws suspicion of rule lawyers that are [U]ENCOURAGED[/U] to slow down and take the life out of my game by overly specific rules. Dont get me wrong, I want rules, lots of rules, but I want them to be fluffy, bendable, guidlines, I want them to enable great DMs to make great games. And bad DMs, well Im less concerned about that because who really wants to play with them anyways. But as always the DMG should focus on DMing strategies and guidelines to help new DMs [/QUOTE]
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The core mechanic -- am I doing it wrong?
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