Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The rules should serve the game, not vice-versa
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Humanophile" data-source="post: 1535371" data-attributes="member: 1049"><p>In a way, I have to disagree with prevaling opinion on these boards. The rules do two very important things, and both are quite necessary to the game.</p><p></p><p>The first thing they do is set tone. If you're playing one game with action points, and another with VP/WP and bell-curve rolls, they'll feel rather different. In this sense, I do agree that "the rules should serve the game", but in the sense that the rules engine should be tuned to the style of play given. This by no means gives carte blanche to tinker with the rules on the fly.</p><p></p><p>And second is a whole ball of balance issues. If one choice/approach is preferable to others, it effectively limits choice and punishes nonstandard approaches. (Remember 2e all-elf parties, anyone?) Furthermore, railroading and selective interpretation of rules are pretty widely agreed on as the mark of a bad DM, and hand-whipped up NPC's tend to be good at whatever they need to be good at, which kind of kills player expectations of balance. It takes versimiltide out back and gives it a good beating if the player can't do what the NPC does "just because" or some other arbitrary PC/NPC dividing line. So the DM is behooved to have balanced rules, and apply them equally, in the name of good gaming. And that's ignoring the versimilitude nightmare when the "laws of reality" work intermittently.</p><p></p><p>Now, I do agree that the ruleset should be twisted six ways to sunday if it makes the game more the flavor that you want. Custom feats are a great example of this, so long as the players know about them (or have a good reason not to), and can snap them up too. But the rules are there for a reason, and deciding that (say) the monk's DC to jump a 20 foot chasm is now 30 for no real reason... well... not a good thing, IMHO.</p><p></p><p>-And as to the original post, treating the "core" D&D ruleset as your first principles, and going from there, is an interesting and nifty thing. You've no doubt seen the countless estimations of how reality would turn out if life were like D&D, another wild crack at the idea is always fun.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 1535371, member: 1049"] In a way, I have to disagree with prevaling opinion on these boards. The rules do two very important things, and both are quite necessary to the game. The first thing they do is set tone. If you're playing one game with action points, and another with VP/WP and bell-curve rolls, they'll feel rather different. In this sense, I do agree that "the rules should serve the game", but in the sense that the rules engine should be tuned to the style of play given. This by no means gives carte blanche to tinker with the rules on the fly. And second is a whole ball of balance issues. If one choice/approach is preferable to others, it effectively limits choice and punishes nonstandard approaches. (Remember 2e all-elf parties, anyone?) Furthermore, railroading and selective interpretation of rules are pretty widely agreed on as the mark of a bad DM, and hand-whipped up NPC's tend to be good at whatever they need to be good at, which kind of kills player expectations of balance. It takes versimiltide out back and gives it a good beating if the player can't do what the NPC does "just because" or some other arbitrary PC/NPC dividing line. So the DM is behooved to have balanced rules, and apply them equally, in the name of good gaming. And that's ignoring the versimilitude nightmare when the "laws of reality" work intermittently. Now, I do agree that the ruleset should be twisted six ways to sunday if it makes the game more the flavor that you want. Custom feats are a great example of this, so long as the players know about them (or have a good reason not to), and can snap them up too. But the rules are there for a reason, and deciding that (say) the monk's DC to jump a 20 foot chasm is now 30 for no real reason... well... not a good thing, IMHO. -And as to the original post, treating the "core" D&D ruleset as your first principles, and going from there, is an interesting and nifty thing. You've no doubt seen the countless estimations of how reality would turn out if life were like D&D, another wild crack at the idea is always fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The rules should serve the game, not vice-versa
Top