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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="Thomas Shey" data-source="post: 8474460" data-attributes="member: 7026617"><p>I suspect you're using both rules-light and rules-heavy with a much more rigorous set of lines of demarcation than the vast majority of people do, who probably use the classic "I know it when I see it" and don't go a step further.</p><p></p><p>Edit: Rereading that, I didn't give it quite the attention it deserved.</p><p></p><p>I think the problem with your definition of rules medium is that it lets off the hook any game that has a coherent and easily memorized basic mechanic, and doesn't get into much in the way of situational special-casing, but has enormous amounts of special casing in character abilities. It would make D&D4e "lighter" that traditional RuneQuest for example (because the latter did have some situational special casing here and there) even though about all you needed with most characters was their rather short spell lists (and most of those were easily abbreviated) on the character sheet, whereas D&D4 characters as the progressed accrued a potentially large number of special case abilities where every one would be different.</p><p></p><p>Basically, if I need (as I did) a four page character sheet to keep track of my character at the end, I'm not sure that meaningfully more light than a game where most of the character fits on a one or two page sheet but I occasionally need to look things up under some circumstances.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8474460, member: 7026617"] I suspect you're using both rules-light and rules-heavy with a much more rigorous set of lines of demarcation than the vast majority of people do, who probably use the classic "I know it when I see it" and don't go a step further. Edit: Rereading that, I didn't give it quite the attention it deserved. I think the problem with your definition of rules medium is that it lets off the hook any game that has a coherent and easily memorized basic mechanic, and doesn't get into much in the way of situational special-casing, but has enormous amounts of special casing in character abilities. It would make D&D4e "lighter" that traditional RuneQuest for example (because the latter did have some situational special casing here and there) even though about all you needed with most characters was their rather short spell lists (and most of those were easily abbreviated) on the character sheet, whereas D&D4 characters as the progressed accrued a potentially large number of special case abilities where every one would be different. Basically, if I need (as I did) a four page character sheet to keep track of my character at the end, I'm not sure that meaningfully more light than a game where most of the character fits on a one or two page sheet but I occasionally need to look things up under some circumstances. [/QUOTE]
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