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General Tabletop Discussion
D&D Older Editions
Which is the better fantasy rpg and why: D&D 5e or Pathfinder 2e?
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<blockquote data-quote="Tony Vargas" data-source="post: 7871741" data-attributes="member: 996"><p>Heard of it, know nothing about it.</p><p></p><p>Breaking rules (creating exceptions to rules) <em>is</em> one way to expand the options presented by a game, D&D has certainly done it's fair share of that. So is <em>adding</em> rules - D&D has generally done that a lot, too. OTOH, a game can also offer more options without adding or making exceptions to rules, simply by having more flexible & robust rules, to begin with, and working within them, not a pond D&D has fished a whole lot.</p><p></p><p>That's what I meant about how 'robust' the system is. Can you add content without adding new sub-systems? Can you add new sub-systems without interacting with many of the existing ones? Can you work within the existing rules rather than resorting to exceptions and special cases? If you do resort to exceptions, can they be contained or will they have ripple effects?</p><p></p><p>Games can be robust in the sense of being able to handle such additions, or not. D&D has generally been not. Same with PF1, but PF2 is apparently willing to try new things.</p><p></p><p>There have been a lot of products made for more obscure games, too, actually. (I guess, if you can keep production costs low enough, very niche markets can be fairly lavishly served. Storyteller, GURPS and the 4th ed of Hero and Ysgarth and many even more obscure have just reams of material, for instance.)</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7871741, member: 996"] Heard of it, know nothing about it. Breaking rules (creating exceptions to rules) [I]is[/I] one way to expand the options presented by a game, D&D has certainly done it's fair share of that. So is [I]adding[/I] rules - D&D has generally done that a lot, too. OTOH, a game can also offer more options without adding or making exceptions to rules, simply by having more flexible & robust rules, to begin with, and working within them, not a pond D&D has fished a whole lot. That's what I meant about how 'robust' the system is. Can you add content without adding new sub-systems? Can you add new sub-systems without interacting with many of the existing ones? Can you work within the existing rules rather than resorting to exceptions and special cases? If you do resort to exceptions, can they be contained or will they have ripple effects? Games can be robust in the sense of being able to handle such additions, or not. D&D has generally been not. Same with PF1, but PF2 is apparently willing to try new things. There have been a lot of products made for more obscure games, too, actually. (I guess, if you can keep production costs low enough, very niche markets can be fairly lavishly served. Storyteller, GURPS and the 4th ed of Hero and Ysgarth and many even more obscure have just reams of material, for instance.) [/QUOTE]
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General Tabletop Discussion
D&D Older Editions
Which is the better fantasy rpg and why: D&D 5e or Pathfinder 2e?
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