What are the rules for?


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You said that all games where the weight of a warhorse might come up, need to have bespoke lists of horse weights and a specific system of how to adjudicate them.

You've done the thing that drives me crazy when someone references me: left out the fact I said "with any frequency. I do, indeed think if that's the case then the rules need to address it in some depths. I also made it clear I don't think that's true with any but a specialized subset of possible games.

If you're going to take me to task, please do not clip out qualifications I make; they're usually there for a reason.
 


"Allowed" is a pretty broad term here. I don't notice I have any way to not "allow" it in design. That doesn't require me to think its any kind of good design for anything but an extremely small subset of purposes.
When you say X should, or must, be the approach, you also say that Y should, or must, not.
 




So everyone clearly has incompatible design goals in mind here. This is all just churn where arguing about effective implementation of design goals is avoiding arguing about the design goals themselves.

A single attack stat is fine if you don't care about player decision making around attacks. It's bad if you want players to make decisions about different approaches strategically. It could go either way tactically, depending on how the rest of your action system works. A single stat is great if you don't want the player to have to decide between weapons, and very bad if you want them to make decisions upfront that constrain/inform their later combat tactics.

The only thing less useful than Micah reminding us of his incredible well understood perspective is pretending we all have the same commonplaces about what the games are designed for. We don't, and it's more practical to just jump to the goal the mechanic is supposed to achieve, instead of arguing it fails to achieve some goal it was never proposed to answer for.
 

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