What Do You Think Of As "Modern TTRPG Mechanics"?


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How can the result possibly be the same though? As has been said before, simpler and faster leads to fewer outcomes and less granularity (things that are a negative for me). That means we're talking about subjectivity, which means there's no universal principle. I don't see it as possible, so the principle doesn't hold up in my view.
The example of THAC0 and ascending armour class comes to mind.
 

And the idea of running a campaign with it (or Rolemaster, or ACKS, or any other sim-heavy system) is very exciting to me. The value of complexity and simplicity is subjective.
I can see myself using the setting, for sure, but not the rules. It's been a long time since I wanted cereal that crunchy.
 


I can see myself using the setting, for sure, but not the rules. It's been a long time since I wanted cereal that crunchy.
Fair enough, but that "want" is obviously subjective, so the so-called principle still doesn't apply.

It feels to me like the poster is making an appeal to popularity and calling it straight logic.
 

Fair enough, but that "want" is obviously subjective, so the so-called principle still doesn't apply.

It feels to me like the poster is making an appeal to popularity and calling it straight logic.
My preference for lower crunch systems has nothing whatsoever to do with the topic at hand. I was just making a comment about what I currently prefer to run.
 

So what you are saying is that there was a sliver of time in between the brown box of 1974 and the PHB of 1978 where the presence of a commonly used unbalanced splatbook had raised the lethality beyond what was intended before hit points were raised to compensate.

Given OD&D was around for three years and Greyhawk was in use for the two latter years of that, "sliver of time" is an interesting choice of phrase.

So they could deal with the ordinary but not extraordinary. Right.

I don't even understand what this means here.
 

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