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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The indispensable 3.5
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<blockquote data-quote="eamon" data-source="post: 5893508" data-attributes="member: 51942"><p> <ul> <li data-xf-list-type="ul">A focus making rules that make sense in-game. Rules should be designed to simplify adjudication of a complex fantasy, not to implement balanced competition that happens to bear some resemblence to the fantasy. In short; rules as approximations of fantasy, not rules as axioms.</li> <li data-xf-list-type="ul">Share "powers" (in 3e: spells) across classes to keep them recognizable and distinctive. 3e wasn't too brilliant at this, but 4e's a step in the wrong direction in this matter: Way too many powers, and nobody recognizes each others powers (everything is just a minor variation along extremely standized lines).</li> <li data-xf-list-type="ul">Monsters (in particular NPCs) & PC's conceptually work by the same rules. Simplification of monsters by default is good (e.g. 4e); but the differences should be limited to those necessary to keep it simple enough for the DM, not to result in a completely different mechanics (e.g. healing surges, hit point totals, etc)</li> <li data-xf-list-type="ul">Varied class design: don't standardize things like power recovery; let each class feel as mechanically distinctive at the table as the PC's it represents are in the fantasy.</li> <li data-xf-list-type="ul">The choice of strategy matters more than raw power. It's <em>good</em> for encounters to be overpowering to some strategies yet walk-overs for others. Balance is actively harmful to fun when it undermines the fantasy. A fat ogre should be easy to hit yet hard to hurt. It should have a high fortitude yet low reflex.</li> </ul></blockquote><p></p>
[QUOTE="eamon, post: 5893508, member: 51942"] [LIST] [*]A focus making rules that make sense in-game. Rules should be designed to simplify adjudication of a complex fantasy, not to implement balanced competition that happens to bear some resemblence to the fantasy. In short; rules as approximations of fantasy, not rules as axioms. [*]Share "powers" (in 3e: spells) across classes to keep them recognizable and distinctive. 3e wasn't too brilliant at this, but 4e's a step in the wrong direction in this matter: Way too many powers, and nobody recognizes each others powers (everything is just a minor variation along extremely standized lines). [*]Monsters (in particular NPCs) & PC's conceptually work by the same rules. Simplification of monsters by default is good (e.g. 4e); but the differences should be limited to those necessary to keep it simple enough for the DM, not to result in a completely different mechanics (e.g. healing surges, hit point totals, etc) [*]Varied class design: don't standardize things like power recovery; let each class feel as mechanically distinctive at the table as the PC's it represents are in the fantasy. [*]The choice of strategy matters more than raw power. It's [I]good[/I] for encounters to be overpowering to some strategies yet walk-overs for others. Balance is actively harmful to fun when it undermines the fantasy. A fat ogre should be easy to hit yet hard to hurt. It should have a high fortitude yet low reflex. [/LIST] [/QUOTE]
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