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General Tabletop Discussion
*Pathfinder & Starfinder
The core mechanic -- am I doing it wrong?
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<blockquote data-quote="JamesonCourage" data-source="post: 5802620" data-attributes="member: 6668292"><p>I wrote this in the Running a Game section of my RPG on rules lawyering:</p><p></p><p></p><p>While I don't think it's necessary to have a ton of rules that define every aspect of the game, I like a ton of rules that deal with a lot of situations. It informs me of how the game works, and allows me to work within that vision and conform to the internal consistency of the game engine. This means that if I go from one group to another, I'll be on the same footing in every game (one reason people love point-buy for stats, even if I greatly prefer rolling).</p><p></p><p>And, like it says in my above quote, I break or bend rules all the time. I deviate from them (and I wrote the book!). I modify or add to them as it makes sense. I make up new rules when the time calls for it. However, the rules I have in place give players an incredible resource to draw upon when determining actions they want their characters to take, or potential builds for their characters (it's a point-buy system).</p><p></p><p>On the note of codified rules make actions boring, I think it depends on the rules, and it depends on the group. Two sessions ago, a twenty-five foot tall demon used a club to golf-slap a PC into the hells he had literally just climbed out of, and then positioned himself in such a way that the warrior was stuck next to the crevice leading to the hells. Fearing he would be next, he used the existing mechanics to jump onto the demon, and was clinging onto it when it was finally brought down (at which point he jumped off, and used the mechanics to successfully roll, reducing the fall damage to nothing). At no point did this player feel bored, he only felt empowered and relieved (when it was killed).</p><p></p><p>Details mechanics are something which I love very much. I have a talent for remembering (and writing) them, and I can use them without referencing the book the majority of the time. However, I can easily understand and accept that it's not universal, and I don't expect (or want) 5e to be as complex as the latest edition<u>s</u> right out of the gate.</p><p></p><p>That doesn't mean, however, that complex rules detract from the game, or that they serve no purpose. They serve a great purpose, in fact, in keeping the game world internally consistent, with clear guidelines for players and GM alike. To that end, I often cling to the concept dearly, even if I do often tweak rules to help maintain a deeper sense of immersion that they already give. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5802620, member: 6668292"] I wrote this in the Running a Game section of my RPG on rules lawyering: While I don't think it's necessary to have a ton of rules that define every aspect of the game, I like a ton of rules that deal with a lot of situations. It informs me of how the game works, and allows me to work within that vision and conform to the internal consistency of the game engine. This means that if I go from one group to another, I'll be on the same footing in every game (one reason people love point-buy for stats, even if I greatly prefer rolling). And, like it says in my above quote, I break or bend rules all the time. I deviate from them (and I wrote the book!). I modify or add to them as it makes sense. I make up new rules when the time calls for it. However, the rules I have in place give players an incredible resource to draw upon when determining actions they want their characters to take, or potential builds for their characters (it's a point-buy system). On the note of codified rules make actions boring, I think it depends on the rules, and it depends on the group. Two sessions ago, a twenty-five foot tall demon used a club to golf-slap a PC into the hells he had literally just climbed out of, and then positioned himself in such a way that the warrior was stuck next to the crevice leading to the hells. Fearing he would be next, he used the existing mechanics to jump onto the demon, and was clinging onto it when it was finally brought down (at which point he jumped off, and used the mechanics to successfully roll, reducing the fall damage to nothing). At no point did this player feel bored, he only felt empowered and relieved (when it was killed). Details mechanics are something which I love very much. I have a talent for remembering (and writing) them, and I can use them without referencing the book the majority of the time. However, I can easily understand and accept that it's not universal, and I don't expect (or want) 5e to be as complex as the latest edition[U]s[/U] right out of the gate. That doesn't mean, however, that complex rules detract from the game, or that they serve no purpose. They serve a great purpose, in fact, in keeping the game world internally consistent, with clear guidelines for players and GM alike. To that end, I often cling to the concept dearly, even if I do often tweak rules to help maintain a deeper sense of immersion that they already give. As always, play what you like :) [/QUOTE]
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The core mechanic -- am I doing it wrong?
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