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Third Edition Culture- Is is sustainable?
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<blockquote data-quote="Psion" data-source="post: 1846875" data-attributes="member: 172"><p>As I see it, you have two options: wing it or remember it. Here you profess not wanting to wing it. Earlier, you express the difficulties of remembering.</p><p></p><p>When you say you shouldn't have to, does that mean that you think the system should be different somehow? If so, consider what is going on when you select an easier system: you are simply going with a system for which "winging it" is codified or accepted as part of the rules. It certainly doesn't give those rules the sort of consistency or internal logic that those who seek "meatier" rules strive for.</p><p></p><p>This is why it is my professed philosophy to use the rules as long as it's convenient/helpful, and dispense with them when it gets in the way of the game. It's easier to ignore rules than try to maintain consistency when you are making up rules, as you might find yourself doing if you go to a lighter system.</p><p></p><p>A common table rule is mentioned here: if you can't find the appropriate rule in (some arbitrarily short period, such as 1 minute, 30 seconds, etc.), then let the players know that you will a) make up an answer and move along and b) look up the real answer AFTER, and remember it for next time.</p><p></p><p>I can certainly sympathize with not being comfortable wingning things, which is why I keep the HTML SRD on my desktop so I CAN find things in 30 seconds. The key here is to recognize when rules lookups are becoming a distraction. In the end, practicality won out with me, and I am more comfortable wingning things than I was when I first got the game.</p></blockquote><p></p>
[QUOTE="Psion, post: 1846875, member: 172"] As I see it, you have two options: wing it or remember it. Here you profess not wanting to wing it. Earlier, you express the difficulties of remembering. When you say you shouldn't have to, does that mean that you think the system should be different somehow? If so, consider what is going on when you select an easier system: you are simply going with a system for which "winging it" is codified or accepted as part of the rules. It certainly doesn't give those rules the sort of consistency or internal logic that those who seek "meatier" rules strive for. This is why it is my professed philosophy to use the rules as long as it's convenient/helpful, and dispense with them when it gets in the way of the game. It's easier to ignore rules than try to maintain consistency when you are making up rules, as you might find yourself doing if you go to a lighter system. A common table rule is mentioned here: if you can't find the appropriate rule in (some arbitrarily short period, such as 1 minute, 30 seconds, etc.), then let the players know that you will a) make up an answer and move along and b) look up the real answer AFTER, and remember it for next time. I can certainly sympathize with not being comfortable wingning things, which is why I keep the HTML SRD on my desktop so I CAN find things in 30 seconds. The key here is to recognize when rules lookups are becoming a distraction. In the end, practicality won out with me, and I am more comfortable wingning things than I was when I first got the game. [/QUOTE]
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