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*Dungeons & Dragons
What is the downside to simple systems?
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<blockquote data-quote="GMMichael" data-source="post: 6149351" data-attributes="member: 6685730"><p>The link didn't seem useful, but I'm all for streamlining the characters/system. Characters don't need ability scores if there's a different way to explain how well they do things. The trick in an RPG - characters can do LOTS of things. So you either need lots of specific rules, or fewer general rules.</p><p></p><p>What about this system:</p><p>1) Characters can either jump vertically 5 feet, or horizontally 10 feet.</p><p>2) They can run forward or backward, at a rate of 10 feet per second.</p><p>3) Characters can automatically grab swinging vines.</p><p>4) Characters have one skill: spatial reasoning.</p><p>5) Whenever a character's placement is important, the player rolls 1d10, and adds his spatial reasoning score.</p><p>6) When the above roll results in 6 or more, the character has landed or jumped safely.</p><p>7) When the character touches a scorpion, alligator, or campfire, he dies.</p><p>8) When the character touches a gold bar, silver bar, or diamond ring, he collects it freely and without encumbrance.</p><p>9) A dead character begins the game at the beginning of the scene, but can only do so twice.</p><p></p><p>Fun game - but only toddlers can play it for more than a day. Us older folk require more rules. Or broader rules. But how many?</p><p></p><p></p><p>Easily the best reason for more rules and tables. Do whatever you want at your home table. But if you're WOTC, and you need your game to be played more or less the same across conventions and adventure paths, you'd better lay down the law.</p><p></p><p></p><p></p><p>This makes me think of Degrees of Success systems. Want to knock a cube prone? Make an attack. If you have enough Degrees of Success (or you've sufficiently beaten your opponent's roll), you succeed. It might not be in the rules, but since the character has shown his prowess, why not give an advantage?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6149351, member: 6685730"] The link didn't seem useful, but I'm all for streamlining the characters/system. Characters don't need ability scores if there's a different way to explain how well they do things. The trick in an RPG - characters can do LOTS of things. So you either need lots of specific rules, or fewer general rules. What about this system: 1) Characters can either jump vertically 5 feet, or horizontally 10 feet. 2) They can run forward or backward, at a rate of 10 feet per second. 3) Characters can automatically grab swinging vines. 4) Characters have one skill: spatial reasoning. 5) Whenever a character's placement is important, the player rolls 1d10, and adds his spatial reasoning score. 6) When the above roll results in 6 or more, the character has landed or jumped safely. 7) When the character touches a scorpion, alligator, or campfire, he dies. 8) When the character touches a gold bar, silver bar, or diamond ring, he collects it freely and without encumbrance. 9) A dead character begins the game at the beginning of the scene, but can only do so twice. Fun game - but only toddlers can play it for more than a day. Us older folk require more rules. Or broader rules. But how many? Easily the best reason for more rules and tables. Do whatever you want at your home table. But if you're WOTC, and you need your game to be played more or less the same across conventions and adventure paths, you'd better lay down the law. This makes me think of Degrees of Success systems. Want to knock a cube prone? Make an attack. If you have enough Degrees of Success (or you've sufficiently beaten your opponent's roll), you succeed. It might not be in the rules, but since the character has shown his prowess, why not give an advantage? [/QUOTE]
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What is the downside to simple systems?
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