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General Tabletop Discussion
*TTRPGs General
Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="practicalm" data-source="post: 7769658" data-attributes="member: 6777923"><p>RPG rules also have to mesh with their settings. First edition Paranoia was overly complex and didn't mesh with the expected style of play. Toon has very good rules for the setting because it's designed to be comfortable with imprecise rules.</p><p></p><p>One helpful part of the d20 rules set is the GM can always ask for a d20 roll (or do it behind the screen) and then decide which of the options she should follow or relate to the player.</p><p></p><p>The opening paragraph was terrible because if you are going with a dice pool game you want to see how successful the roll was before the GM rules, otherwise why roll at all?</p><p> </p><p>One area of rule precision for me is around character classes. I hate character classes in anything other than fantasy games (and really would prefer not to have them there either). I like HERO or GURPS for character building. I probably should support Dungeon Fantasy for my next campaign. More precise rules around building characters lets people build their characters from the start having different kinds of options. </p><p>There's something breaking immersion in having a old wizard character be level 1 and not having any more skills than the youngster just starting out.</p></blockquote><p></p>
[QUOTE="practicalm, post: 7769658, member: 6777923"] RPG rules also have to mesh with their settings. First edition Paranoia was overly complex and didn't mesh with the expected style of play. Toon has very good rules for the setting because it's designed to be comfortable with imprecise rules. One helpful part of the d20 rules set is the GM can always ask for a d20 roll (or do it behind the screen) and then decide which of the options she should follow or relate to the player. The opening paragraph was terrible because if you are going with a dice pool game you want to see how successful the roll was before the GM rules, otherwise why roll at all? One area of rule precision for me is around character classes. I hate character classes in anything other than fantasy games (and really would prefer not to have them there either). I like HERO or GURPS for character building. I probably should support Dungeon Fantasy for my next campaign. More precise rules around building characters lets people build their characters from the start having different kinds of options. There's something breaking immersion in having a old wizard character be level 1 and not having any more skills than the youngster just starting out. [/QUOTE]
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