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General Tabletop Discussion
*TTRPGs General
The Stakes of Classifying Games as Rules Lite, Medium, or Heavy?
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<blockquote data-quote="Hussar" data-source="post: 8471865" data-attributes="member: 22779"><p>Well, it would certainly make the game lighter than it currently is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>But, really, number of weapons isn't really what makes D&D rules heavy. It's the fact that you have pretty complex rules that are generally not applicable outside of their specific areas makes a game rules heavy. In a rules light game, you generally have a small number of rules that apply to every (or at least most) situations. Savage World's Rule of 4, for example - where every check made succeeds so long as you score over a 4, regardless of whether it's in combat, out of combat, talking to someone or anything at all - vastly reduces rule complexity. </p><p></p><p>Think about how many different target numbers and means of achieving those target numbers you have in an average D&D session - the skills system uses a different method of resolution from the combat system (simple pass/fail vs HP), even if they have unified the mechanics to use a d20 roll. </p><p></p><p>Granted, 5e is simpler in resolution than, say, 3e, but, again, that's not saying much. LOTS of games are lighter than 3e D&D. </p><p></p><p>Heck, go back to AD&D. One fighter is attacking 3 orcs. Each of the fighter's attacks need to reference several different rules before, during and after a roll, and the fighter's AC will depend on which orc is attacking, because a shield only works against a specific number of attacks. Add in things like elevation, weapon vs armor tables, etc. and you have a very, very rules heavy system.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8471865, member: 22779"] Well, it would certainly make the game lighter than it currently is. :D But, really, number of weapons isn't really what makes D&D rules heavy. It's the fact that you have pretty complex rules that are generally not applicable outside of their specific areas makes a game rules heavy. In a rules light game, you generally have a small number of rules that apply to every (or at least most) situations. Savage World's Rule of 4, for example - where every check made succeeds so long as you score over a 4, regardless of whether it's in combat, out of combat, talking to someone or anything at all - vastly reduces rule complexity. Think about how many different target numbers and means of achieving those target numbers you have in an average D&D session - the skills system uses a different method of resolution from the combat system (simple pass/fail vs HP), even if they have unified the mechanics to use a d20 roll. Granted, 5e is simpler in resolution than, say, 3e, but, again, that's not saying much. LOTS of games are lighter than 3e D&D. Heck, go back to AD&D. One fighter is attacking 3 orcs. Each of the fighter's attacks need to reference several different rules before, during and after a roll, and the fighter's AC will depend on which orc is attacking, because a shield only works against a specific number of attacks. Add in things like elevation, weapon vs armor tables, etc. and you have a very, very rules heavy system. [/QUOTE]
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