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What do you NOT want systems for?
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<blockquote data-quote="fuindordm" data-source="post: 9114412" data-attributes="member: 5435"><p>I don't want rules that erase differences between the character classes and abilities for the sake of simplifying or unifying "how things work". The real world, and the simulated world are complex, and complexity keeps things interesting.</p><p></p><p>I don't want rules that place an arbitrary gate or prerequisite in front of player creativity while interacting with the nonmagical world. For example, if a certain feat says that you can disguise your appearance and voice reliably, it implies that players who don't have that feat cannot attempt this. (The worst offender of this principle was the 2E non-weapon proficiency system)</p><p></p><p>I don't want rules about campaign tone, difficulty, or deadliness that are "baked in" to the system. There is so much variety between campaigns that these should be Dials in the core rules, not an assumption that propagates into other rules and subsystems. For example, are offensive spells balanced assuming that their effects are easy to shrug off after a round or two? Are healing spells balanced assuming that a short rest restores all hit points?</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9114412, member: 5435"] I don't want rules that erase differences between the character classes and abilities for the sake of simplifying or unifying "how things work". The real world, and the simulated world are complex, and complexity keeps things interesting. I don't want rules that place an arbitrary gate or prerequisite in front of player creativity while interacting with the nonmagical world. For example, if a certain feat says that you can disguise your appearance and voice reliably, it implies that players who don't have that feat cannot attempt this. (The worst offender of this principle was the 2E non-weapon proficiency system) I don't want rules about campaign tone, difficulty, or deadliness that are "baked in" to the system. There is so much variety between campaigns that these should be Dials in the core rules, not an assumption that propagates into other rules and subsystems. For example, are offensive spells balanced assuming that their effects are easy to shrug off after a round or two? Are healing spells balanced assuming that a short rest restores all hit points? [/QUOTE]
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