When the system gets in the way

Hmm...

All I have to say is that I really enjoyed playing d6 (Star Wars).

Wik, would you mind opening up another thread that details how the game went? Not a "Story Hour" write-up, but more like pointing out times when the rules did/didn't get in the way of role-playing. (For instance, contrast a moment when, in D&D, the rules did get in the way with a moment in d6 where they didn't.)

That would be cool. I always wondered if I played d6 in a totally different manner than most people.
 

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BryonD said:
hmmm.

I think I disagree.
If your statement were correct, then that would imply that people who prefer rules robust systems are better role-players.

I certainly don't find that players who like robust system have any trouble role-player under that "social contract". And yet a rules light system also does not inhibit role-playing for these same people. Thus, if rules light gamers need the rules light "social contract", while robust rules gamers do not, this would be a limitation in rules light players.

I do not believe this actually exists. Thus, I disagree.

I didn't mean to imply that one game type is better, or attracts/needs better roleplayers. Just that character creation take a different.. Feel? in those two type of games.

My old group played both style of games at different point. We enjoyed both type, and we certainly didn't become better/worse roleplayers when we switched for a game-type to another. :) But we still made characters in different ways. I guess what I meant was that, to a degree, rule-heavy games can accomodate min-maxers, to a degree, while still providing a pleasant gaming experience to non-min-maxing players, in the same group. Sure, extreme cases will still break the game, but non-extreme cases can co-exist easily.

In rule-light games, it doesn't work quite as well. Because the games are so rule-light, even moderate amounts of min-maxing, when side-to-side with non min-maxers, will be more likely to reduce the enjoyment, hence the need for a slightly different social contract.

Then again, I am firmly of the opinion that min-maxers can still be excellent roleplayers, so perhaps the variance in opinion comes from there, I don't know.
 

The Shaman said:
This could be an argument for "subtactical" combat going back to the first edition of Advanced Dungeons and Dragons.

Yeah. There was definately some of that in OAD&D. & there were games like TFT, Traveller's Striker, &c. that took that route before 3e did. Indeed, Gurps advanced combat with all the options is arguably a much worse "offender" in this regard.

& don't get me wrong. I can enjoy those games.

& it is a fuzzy distinction at best.

For example, the penalties for fighting with two weapons in 1e AD&D were less severe than they are in 3e D&D: -2/-4 in 1e, compared to -4/-8 without the Two-Weapon Fighting feat in 3e, assuming light off-hand weapons for each - investing in the appropriate feat is a hit on a 3e rogue, compared to his dual-dagger wielding 1e thief counterpart.

...must...resist...ranting...about...TWF...being...broken...in...every...edition...

(^_^)

The thing for me is that you don't really need anything much beyond being able to move & make an attack. These subtactical options that some games have give you the illusion of "more tactical choices", but it really means the player has to make decisions that should be represented by his character's skill instead. They should be below the game's level of abstraction. The players--IMHO--should focus on high level concerns.

Which you can do in 3e, but the players--or DMs!--who haven't mastered the subtactical parts of the system can be at a severe disadvantage.

Plus, it's easy for novice players of older editions to fall into the trap of just exchanging "to hit" rolls until somebody runs out of hp. Not everyone automatically realizes maneuvering, concentrating/distributing attacks, strategic retreat, choosing the battlefield, &c., &c. can help the party ensure that the monsters run out of hp first.
 

RFisher said:
Which you can do in 3e, but the players--or DMs!--who haven't mastered the subtactical parts of the system can be at a severe disadvantage.

I think that's a big reason for the success of D&D.
 

LostSoul said:
Hmm...

All I have to say is that I really enjoyed playing d6 (Star Wars).

Wik, would you mind opening up another thread that details how the game went? Not a "Story Hour" write-up, but more like pointing out times when the rules did/didn't get in the way of role-playing. (For instance, contrast a moment when, in D&D, the rules did get in the way with a moment in d6 where they didn't.)

That would be cool. I always wondered if I played d6 in a totally different manner than most people.

Yeah, I might do that after wednesday night's game. But I can give you a pretty good example right now.

In our d6 game (which is based off The Fifth Element, with a lot of Shadowrun Elements thrown in), the PCs live in an abandoned building underneath the shadows of mile-high skyscrapers. They live in the smog zone, so that if they want to leave their (insulated) house, they need to wear gas masks.

Two PCs were on the roof, getting their vehicle ready for flight, when a flying police car lands and threatens to open fire if the PCs don't peacefully resort to some questioning (the PCs made a suspicious phone call to a taxi service to get info they wanted, and screwed up so badly that the taxi dispatcher called and warned the people the PCs were asking about, who promptly sicced the police on them). So, the PCs let the police car land, and get more than a little nervous when two heavily-armoured police officers get out. One PC was fixing the car, and refuses to get out, while the other one (a tweaked-out drug addict with an obsession over knives) tries to negotiate but isn't doing a very good job at it. Meanwhile, the other two PCs are doing whatever theyc an to destroy phone records.

So far, I haven't requested a single roll since the police landed. In D&D, I probably would have felt that the situation merited a diplomacy check on the roof, to gauge the police reactions, although this is more a minor point than anything else. In d6, I don't ask for a roll because, well, the scene seems to be going fairly well and I don't want to ruin it with a die roll (I probably wouldn't have asked for a roll in D&D either, if the scene were going well; the problem is, one of the PCs would have insisted upon making a Diplomacy check if he had a halfway decent charisma, which would have changed the nature of the exchange).

Now, the player of the hitman decides to head up to the roof while the hacker continues to mess with computer files. I ask for a quick roll to see if she can block the police car's communication channel to headquarters. I would have done the same in D&D. In any case, she succeeds. Before the hitman can get on the roof, though, one of the PCs on the roof acts, completely surprising everyone (including myself and the rest of the group).

Quickly, he draws both of his guns (a sawed-off shotgun and a pistol of some sort) and blasts them at the cops - one at each. Since he is making two actions, he takes a -1d6 penalty on both firearms rolls, meaning he rolls only 3d6 for each check. Since neither of the police can dodge (they haven't acted yet; initiative in d6 works almost exactly like d20), he easily makes both rolls, although neither weapon does much damage against the heavy police armour - one is stunned, and one is wounded (using d6 damage codes). The stunned officer flies backwards into his police car, while I decide the wounded officer gets a bullet into his helmet, which shatters his viewglass and sends shards of glass into his face.

In D&D, this would have been different. Since the character would be firing two seperate weapons at once, ie two weapon fighting, he would have taken a rather large penalty for each shot. Not only that, but the roll to hit the enemies would have been much the same as if they had not been surprised (since the police wouldn't likely have a very high dex or defence bonus anyways). The main thing, though, is that I doubt the player would have even attempted the action with the stat penalty; in any case, the penalty would have been in his mind when he made the decision to attack. In other words, he would have been seriously considering the rules of his character's action, rather than just saying "this is what my character is doing".

The whole fight worked along these lines. The Hacker tried her best during the entire fight to stall the police from sending an emergency signal for help, and then re-wrote the police report to make it look as if they had been sent on an entirely different objective. She failed at both rolls, but was able to spend character points to improve the rolls (I don't think D&D has a system that lets you re-roll cinematic rolls, which I can understand... can you use action points that way?). The PCs made the equivalents of critical hits and such, but each was a much quicker roll (and remember, this is a system the players had never used before, whereas they were all familiar with the D&D rules) to resolve - even when you take into consideration that there are three or four rolls to make as oposed to two (roll to hit, optional roll to dodge, damage roll, and a damage resistance roll). This was probably because I wasn't slowed down trying to record all the information of damage, and players weren't considering what feats to implement in their attacks.

Really, the combat ran very smoothly. Much more smoothly than it would have in D&D. Ah, well. I'll talk more later.

By the way, nice to see you Lost Soul. Been a while, neh?
 

There's some interesting stuff there. A lot of it is exactly what I've experience playing d6 (Star Wars) after playing mainly D&D.

Some things that jumped out at me:

-You note that the Players didn't request a "Diplomacy" check (probably Con in d6).

-Players did things that they wouldn't have done in D&D. I could be wrong, but it sounds like they went for "style" over "substance"?

-Players using metagame resouces (character points) to influence critical rolls. Something you can't do in D&D (but can do in many d20 games).

I want to think about all this for a while. My first thought is that d6 promotes a different style of game - one that's more about doing "cool" things than overcoming challenges/proving your mettle on the battlemat.

I'll leave you with my old drinking rules. (The numbers are off; they should fit the damage table ranges, but that's an easy fix.) And a thought: if you can use the damage table for getting drunk, can you use it for any roll where you want to determine the level of success?

Code:
Cool Drinking Rules of the Star Wars Galaxy

Drunk Rules:  Use the damage table.  Roll the Stamina:
              Alcohol skill as Strength against the
              damage of the alcohol.  Alcohol damage is
              cumulative.*  Remember that the penalties
              apply to willpower, and PCs can be easily
              Con: Seduced.

* - use combined actions to determine amount for add. drinks.

Drunk Damage Table:
Drink Damage > Stamina: Alcohol by      Result
0-3                                     Mildly Intoxicated.  
                                        Treat as stunned for
                                        1D * 10 minutes.
4-8                                     Drunk.  Treat as
                                        wounded.
9-12                                    Wasted.  -2D to all
                                        skills.
13-15                                   Passed out.  Treat as
                                        incapacitated.
16+                                     Alcohol poisoning.  Damage
                                        carries over to real damage
                                        table, resist at full STR.

(A beer or shot is 1D.)
 

Ok, something I gotta ask.

What does "subtactical" mean? This is a term I've never heard before.

As far as tactics being used in 2e, well, your groups are much different than the ones I played with. 99.9% of combat that I saw in 2e was, "I move to the bad guy and attack. He attacks back. I attack. He attacks back." ad nauseum.

To be fair to TheShaman, I am one of those who never bothered too much with the tactical rules in 1e, so I can't really speak to that.

However, without knowing the definitions that you two are working under, I can't really agree or disagree.
 

Hussar said:
What does "subtactical" mean? This is a term I've never heard before.

It's a term someone invented up-thread. They decided that since 2e was tactical, but 3e was MORE tactical in their opinion, they describe it as 'sub-tactical'. Which I guess is the same as 'more detailed tactical than just tactical'.

Now, as to the exchange shown above, I guess this illustrates different play and DM-ing styles. IMC, there would have been circumstance bonuses/penalties, should players attempt to do certain things. I don't care how high the half-crazed druggie's CHA is...the police are coming into a potentially violent situation on a call...-10 to any diplomacy or bluff checks. I'm not sure comparing dual-wielding guns is really a fair comparison to dual-wielding sword and dagger in D&D, personally. How does d20 modern handle dual-wielding guns might be a better comparison, or M&M (my personal favorite for modern), instead.

As long as your players and you are both having fun, then it was the right choice for your group. It wouldn't be for mine, necessarily, but I honestly believe that while the system DOES influence the fun, it does not DICTATE the fun. Hence I ran a 8 year Superhero game in GURPS (yes, GURPS) that was just as much fun as the M&M game I run today. The system is merely a mechanical framework...a means to an end that may be more or less suited to an individual group's needs.

A side thought: one thing that is rarely discussed, IME, when complaining about the presence of social skills is the bias of perception against them. Apparently, it's all right to assume the real player is a blacksmith due to his skill, but not that he's a consumate liar unless his player also is. This, to me, says that certain players aren't allowed to play certain types of characters, because those characters don't excel at that skill in the real world and thus should be penalized in the game world for it. The presence of a Diplomacy, Bluff or Sense Motive skill are not substitutes for role-playing, they are supplements to them. In my game, just as we don't roleplay every financial transaction, so too we do not roleplay every social interaction, unless it is meaningful to us. Bluffing your way past the first guard might be fun and interesting...but by the time you're halfway through the palace, not so much. I can understand why that approach wouldn't appeal to some, but to me, the intent and goal is more important than the actual implementation.
 
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WizarDru said:
Now, as to the exchange shown above, I guess this illustrates different play and DM-ing styles. IMC, there would have been circumstance bonuses/penalties, should players attempt to do certain things. I don't care how high the half-crazed druggie's CHA is...the police are coming into a potentially violent situation on a call...-10 to any diplomacy or bluff checks.

I would have called for a roll, but I wouldn't have had any modifiers. I'd use the cop's base skill of 4d (professional training). My thinking is that this is what the roll is for - to decide what happens - not the GM.

That's another interesting difference in d6. (At least as far as I remember it.) You very rarely apply penalties to rolls. You may get the same effect by increasing the Difficulty (the DC), and the result may be the same; but I wonder if this has an impact on the types of actions the Players take. They may be more willing to try outlandish things if there are no big penalties.

WizarDru said:
I'm not sure comparing dual-wielding guns is really a fair comparison to dual-wielding sword and dagger in D&D, personally. How does d20 modern handle dual-wielding guns might be a better comparison, or M&M (my personal favorite for modern), instead.

I don't think the real comparison is between how D&D/d20 handles two-weapon fighting and how d6 does it; I think it's more about the fact that things are a lot more "open" with d6.

For example, instead of doing the two guns thing, the player could say, "I want to shoot him, but first I want to bring him in close to me so I can get a point-blank shot." Well, the cop might not want to get too close to this guy, so let's have him make a Con roll. I'd let the Con roll "roll over" into a bonus for the Blaster roll. (I divide the roll by 3, and that's the bonus, in pips.)

I'm pretty sure there is a way to let the Con roll do actual "damage" by applying the roll to the damage chart, but that's harder to wrap your head around. (What does an Incapacitated result mean?)

Anyway.

I think the real difference is that, in D&D, there's generally only one way to take a guy out in a fight - reducing his HP to 0. I've not met many DMs that will let a fight end on a (per the RAW) Diplomacy/Bluff/Intimidate check.

In d6, there are more ways to get the end result you want. This means that min/maxing takes on a different face, because a guy with high Con could be as effective in a situation as a guy with high Blaster. It also means that Players have more of a reason to try different things, instead of sticking to the list of combat options detailed for you in the PHB.
 

LostSoul said:
They may be more willing to try outlandish things if there are no big penalties.

I actually do this in D&D. I don't usually assign penalties to players checks. I rather assign them as bonus to NPCs or increase the DC. For example, the RAW says you take a -1/10' when using spot/listen. I actually go the other way and give the approaching NPCs a bonus to Hide. This has 2 main effects: (1) players don't percieve it as a penalty, and (2) it's easier to add than substract :o
 

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