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General Tabletop Discussion
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The Origins of ‘Rule Zero’
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<blockquote data-quote="loverdrive" data-source="post: 8176641" data-attributes="member: 7027139"><p>And then... We shouldn't play together.</p><p></p><p>I don't think rules being objective does any good in preventing such issues, because such issues kinda transcend dice and hit points.</p><p></p><p>If someone wants to see hopelessness of Dark Souls, and someone else wants heroic feats of Dragonlance, then it doesn't matter that characters objectively cast through spell slots or objectively survive a 60ft. fall — they ain't gonna mesh well together.</p><p></p><p></p><p>But that's besides the point. Even D&D could benefit from a solid framework for invoking rule 0, like:</p><ul> <li data-xf-list-type="ul">Try to reskin existing stuff first</li> <li data-xf-list-type="ul">Don't hand Advantages on attacks easily</li> <li data-xf-list-type="ul">Prefer Advantages and Disadvantages over bonusi and penalties</li> <li data-xf-list-type="ul">Keep Bounded Accuracy in mind</li> <li data-xf-list-type="ul">Don't allow things that are core abilities of other classes/subclasses</li> </ul><p>Even the rigidiest of rigidiest rules have meta-rules, that determine how, when and why they should be used.</p><p></p><p>For me, almost every instance of adding rule 0 feels like they've built a system like a boardgame, where rules are supposed to always work, then remembered that it's not a plain boardgame and added a footnote "ok, figure it yourselves" instead of accounting for the fact that TTRPGs have a fiction component and rigid rules aren't gonna work all the time, instead of providing a generalized solution that you can fall back on.</p><p></p><p>Well, they kinda did, but their generalized solution is "figure it out", which isn't super helpful.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8176641, member: 7027139"] And then... We shouldn't play together. I don't think rules being objective does any good in preventing such issues, because such issues kinda transcend dice and hit points. If someone wants to see hopelessness of Dark Souls, and someone else wants heroic feats of Dragonlance, then it doesn't matter that characters objectively cast through spell slots or objectively survive a 60ft. fall — they ain't gonna mesh well together. But that's besides the point. Even D&D could benefit from a solid framework for invoking rule 0, like: [LIST] [*]Try to reskin existing stuff first [*]Don't hand Advantages on attacks easily [*]Prefer Advantages and Disadvantages over bonusi and penalties [*]Keep Bounded Accuracy in mind [*]Don't allow things that are core abilities of other classes/subclasses [/LIST] Even the rigidiest of rigidiest rules have meta-rules, that determine how, when and why they should be used. For me, almost every instance of adding rule 0 feels like they've built a system like a boardgame, where rules are supposed to always work, then remembered that it's not a plain boardgame and added a footnote "ok, figure it yourselves" instead of accounting for the fact that TTRPGs have a fiction component and rigid rules aren't gonna work all the time, instead of providing a generalized solution that you can fall back on. Well, they kinda did, but their generalized solution is "figure it out", which isn't super helpful. [/QUOTE]
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