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<blockquote data-quote="AbdulAlhazred" data-source="post: 5861799" data-attributes="member: 82106"><p>IME the 'loose integration' that existed in OD&D/BECMI/AD&D did nothing for allowing options and modularity. In fact it made it harder. If you look at 4e, just from a system design perspective, it is far easier to build different types of subsystems on it (and certainly no harder) than it was in any of those older systems. In fact what you find is that the the robust core mechanics do 99% of the work for you. </p><p></p><p>We just had a debate about rules for intoxication. Within 3 minutes a good solid system for handling this in 4e was fashioned. One that allows for existing magic/skills/etc to work with it, effects during both combat and non-combat situations, etc and it is universally applicable. Now, make such a system for AD&D. You'll have to take into account combat, thief skills, initiative, surprise, and general activities (presumably ability checks) all separately. This isn't even counting some other subsystems like morale and loyalty, reactions, etc. </p><p></p><p>The problem with the loose coupling theory is that everything can affect almost everything else because almost any combination of things CAN come up in an RPG, and will come up eventually. The 'we use some other random type of dice here' systems of yore were terribly brittle because you had to patch together some sort of different interface between each subsystem when they did come into play together. Consistent core systems just don't have that problem.</p><p></p><p></p><p></p><p>hehe, yeah, I kind of figured you would say something like this <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> That's basically what I was outlining. I'd still rather put 4e-like power mechanics and a short skill system on top of it, but you can still have a vastly simpler system than BECMI that provides a pretty similar overall aesthetic. At least that's my story and I'm sticking to it!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5861799, member: 82106"] IME the 'loose integration' that existed in OD&D/BECMI/AD&D did nothing for allowing options and modularity. In fact it made it harder. If you look at 4e, just from a system design perspective, it is far easier to build different types of subsystems on it (and certainly no harder) than it was in any of those older systems. In fact what you find is that the the robust core mechanics do 99% of the work for you. We just had a debate about rules for intoxication. Within 3 minutes a good solid system for handling this in 4e was fashioned. One that allows for existing magic/skills/etc to work with it, effects during both combat and non-combat situations, etc and it is universally applicable. Now, make such a system for AD&D. You'll have to take into account combat, thief skills, initiative, surprise, and general activities (presumably ability checks) all separately. This isn't even counting some other subsystems like morale and loyalty, reactions, etc. The problem with the loose coupling theory is that everything can affect almost everything else because almost any combination of things CAN come up in an RPG, and will come up eventually. The 'we use some other random type of dice here' systems of yore were terribly brittle because you had to patch together some sort of different interface between each subsystem when they did come into play together. Consistent core systems just don't have that problem. hehe, yeah, I kind of figured you would say something like this ;) That's basically what I was outlining. I'd still rather put 4e-like power mechanics and a short skill system on top of it, but you can still have a vastly simpler system than BECMI that provides a pretty similar overall aesthetic. At least that's my story and I'm sticking to it! [/QUOTE]
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