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Why are vague rules praised?
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<blockquote data-quote="Beleriphon" data-source="post: 7793357" data-attributes="member: 27847"><p>I think the crunch options are ways to mechanically differentiate your character from mine. 4E has bunch of rules, but there are only so many ways to make my character different then yours. 3E has a bunch of rules, and a whole pile of ways to make my character different than yours. I would say both 3E and 4E offer lots of player facing crunchy bits, I think 3E has more to work with I that regard. Not to suggest either better than the other.</p><p></p><p>FATE doesn't generally have a bunch of bits hard coded into the base rules, since it really is more a toolset than rules. But it provides lots, and lots of options for how to integrate different levels of mechanical variance between characters. Again, if you look at Dresden Files RPG (not the FAE version so much) it has bunch of variance in the mechanical complexity of different characters.</p><p></p><p>On topic: I find 5E isn't actually that vague as far as rules go. There are questions people have because they're working on the assumption that literally reading rules covers every possible case they can think of. Which of course they don't, the rules cover pretty broadly and with a high level of abstraction common scenarios the designers could think of. Beyond that you apply Advantage/Disadvantage as the DM if you think rolling is even necessary.</p><p></p><p>I think the issue is that there's a disconnect between the ways some rules apply and others don't in 5E. Some are very precise, most combat rules for example, other are less so like the rules for Stealth. But most aren't actually vague in that they can be interpreted multiple ways that are completely different. The Stealth rules are actually very clear, but they don't cover every possible situation.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 7793357, member: 27847"] I think the crunch options are ways to mechanically differentiate your character from mine. 4E has bunch of rules, but there are only so many ways to make my character different then yours. 3E has a bunch of rules, and a whole pile of ways to make my character different than yours. I would say both 3E and 4E offer lots of player facing crunchy bits, I think 3E has more to work with I that regard. Not to suggest either better than the other. FATE doesn't generally have a bunch of bits hard coded into the base rules, since it really is more a toolset than rules. But it provides lots, and lots of options for how to integrate different levels of mechanical variance between characters. Again, if you look at Dresden Files RPG (not the FAE version so much) it has bunch of variance in the mechanical complexity of different characters. On topic: I find 5E isn't actually that vague as far as rules go. There are questions people have because they're working on the assumption that literally reading rules covers every possible case they can think of. Which of course they don't, the rules cover pretty broadly and with a high level of abstraction common scenarios the designers could think of. Beyond that you apply Advantage/Disadvantage as the DM if you think rolling is even necessary. I think the issue is that there's a disconnect between the ways some rules apply and others don't in 5E. Some are very precise, most combat rules for example, other are less so like the rules for Stealth. But most aren't actually vague in that they can be interpreted multiple ways that are completely different. The Stealth rules are actually very clear, but they don't cover every possible situation. [/QUOTE]
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