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Why do RPGs have rules?
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<blockquote data-quote="kenada" data-source="post: 9009901" data-attributes="member: 70468"><p>People are generally pretty curious and like figuring things out. An RPG with a complex system of customization is perfect for that. You can analyze the rules, put together a character, then see how it works in play (and get enjoy when you unlock some new feature or find an item you wanted). I don’t see that as in conflict with what Baker is saying. In fact, what he’s saying is complementary. If a customization option eliminates unwanted or unwelcome outcomes, it should be regarded as potentially problematic. Making sure customization options play together nicely means players can have a lot of neat to build characters that don’t break the game (or are at least less likely to do so).</p><p></p><p>Consider the problem of spell casters versus non-casters. When magic can replace non-magical effects that have risk with spells with little or no risk, it diminishes the role of non-magical specialists in the party. They’re effectively just minions the caster brings along to save on resources. For example, <em>knock</em> in classic D&D has no downside other than the spell slot. That may be a high cost in older editions, but it’s gotten progressively less of one, and there are ways around it. The way newer editions and games have addressed it is by adding an additional cost (essentially, potentially unwanted or unwelcome outcomes).</p><ul> <li data-xf-list-type="ul">5e makes <em>knock</em> create a loud sound. That creates a risk of ruining surprise, and you might attract unwanted monsters or patrols.</li> <li data-xf-list-type="ul">Pathfinder 2e still requires a Thievery check, which you can make at a bonus as part of the casting action or delegate to the party lock-picker (also with the bonus).</li> <li data-xf-list-type="ul">Other games make casting less reliable or require a check. Shadowdark and Dungeon World do the former while (I expect) my homebrew system will do the latter (using your mage rank).</li> </ul></blockquote><p></p>
[QUOTE="kenada, post: 9009901, member: 70468"] People are generally pretty curious and like figuring things out. An RPG with a complex system of customization is perfect for that. You can analyze the rules, put together a character, then see how it works in play (and get enjoy when you unlock some new feature or find an item you wanted). I don’t see that as in conflict with what Baker is saying. In fact, what he’s saying is complementary. If a customization option eliminates unwanted or unwelcome outcomes, it should be regarded as potentially problematic. Making sure customization options play together nicely means players can have a lot of neat to build characters that don’t break the game (or are at least less likely to do so). Consider the problem of spell casters versus non-casters. When magic can replace non-magical effects that have risk with spells with little or no risk, it diminishes the role of non-magical specialists in the party. They’re effectively just minions the caster brings along to save on resources. For example, [I]knock[/I] in classic D&D has no downside other than the spell slot. That may be a high cost in older editions, but it’s gotten progressively less of one, and there are ways around it. The way newer editions and games have addressed it is by adding an additional cost (essentially, potentially unwanted or unwelcome outcomes). [LIST] [*]5e makes [I]knock[/I] create a loud sound. That creates a risk of ruining surprise, and you might attract unwanted monsters or patrols. [*]Pathfinder 2e still requires a Thievery check, which you can make at a bonus as part of the casting action or delegate to the party lock-picker (also with the bonus). [*]Other games make casting less reliable or require a check. Shadowdark and Dungeon World do the former while (I expect) my homebrew system will do the latter (using your mage rank). [/LIST] [/QUOTE]
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