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When to know a rule?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9335376" data-attributes="member: 6790260"><p>But you can do that without the insanely overwrought rules of D&D. Even the absolute simplest editions of D&D are orders of magnitude more complicated than what you describe as your need here.</p><p></p><p>You could get everything you want with a few <em>sentences</em> of rules. Not chapters, not pages. Literally something like:</p><ul> <li data-xf-list-type="ul">There is a Dungeon Master, who will tell you when something you want to do requires rolling to see if it works.</li> <li data-xf-list-type="ul">When you roll, you roll an ordinary cube die (aka "d6.")</li> <li data-xf-list-type="ul">If you want to do something easy but still with a chance of failure, you fail on a 1. </li> <li data-xf-list-type="ul">If it's extremely risky, you only succeed on a 6.</li> <li data-xf-list-type="ul">Most of the time, unless common sense (or the DM) says there's a good reason not to, you should succeed on any roll 3 or higher.</li> <li data-xf-list-type="ul">The DM will tell you the consequences of failure if you don't roll high enough.</li> </ul><p>Frankly, you probably don't even need that much, but I like being specific. Six rules, done. No need for huge massive overcomplicating cruft like "hit points" and "AC" and "spell slots" and "saving throws" that are totally different from (but do exactly the same job as) "attack rolls" etc., etc. You literally don't need any of that.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9335376, member: 6790260"] But you can do that without the insanely overwrought rules of D&D. Even the absolute simplest editions of D&D are orders of magnitude more complicated than what you describe as your need here. You could get everything you want with a few [I]sentences[/I] of rules. Not chapters, not pages. Literally something like: [LIST] [*]There is a Dungeon Master, who will tell you when something you want to do requires rolling to see if it works. [*]When you roll, you roll an ordinary cube die (aka "d6.") [*]If you want to do something easy but still with a chance of failure, you fail on a 1. [*]If it's extremely risky, you only succeed on a 6. [*]Most of the time, unless common sense (or the DM) says there's a good reason not to, you should succeed on any roll 3 or higher. [*]The DM will tell you the consequences of failure if you don't roll high enough. [/LIST] Frankly, you probably don't even need that much, but I like being specific. Six rules, done. No need for huge massive overcomplicating cruft like "hit points" and "AC" and "spell slots" and "saving throws" that are totally different from (but do exactly the same job as) "attack rolls" etc., etc. You literally don't need any of that. [/QUOTE]
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