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What's so Hard About Grappling?
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<blockquote data-quote="mattcolville" data-source="post: 4045499" data-attributes="member: 1300"><p>Given how complex it is...that seems a loaded term, let's say "robust." Given how Robust it is, it would have to be very, very effective to motivate the players to wade through all the rules.</p><p></p><p>But that's not my main point. My main point is; it's so robust as to be discouraging. Most players don't want it to be so robust. They want it simpler, less detailed, less realistic, and more fun.</p><p></p><p>If you, as a designer, believe people should not be grappling, then the rules as written are fine. That's why I used the example I did. I didn't want people in Star Trek to consider the sacrifice of hundreds of lives to be a valid combat decision, so I discouraged players from doing it.</p></blockquote><p></p>
[QUOTE="mattcolville, post: 4045499, member: 1300"] Given how complex it is...that seems a loaded term, let's say "robust." Given how Robust it is, it would have to be very, very effective to motivate the players to wade through all the rules. But that's not my main point. My main point is; it's so robust as to be discouraging. Most players don't want it to be so robust. They want it simpler, less detailed, less realistic, and more fun. If you, as a designer, believe people should not be grappling, then the rules as written are fine. That's why I used the example I did. I didn't want people in Star Trek to consider the sacrifice of hundreds of lives to be a valid combat decision, so I discouraged players from doing it. [/QUOTE]
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What's so Hard About Grappling?
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