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<blockquote data-quote="Stormonu" data-source="post: 5715611" data-attributes="member: 52734"><p>I was thinking on this shortly before reading the latest of Monte's articles musing on D&D and thought I'd propose it here.</p><p></p><p>What level of detail do you like in game, and in the different areas of the game? While I've posted some options for the poll, feel free to introduce other areas I might not have thought of, and what level of detail you like in those areas of the game.</p><p></p><p><strong>Skills/Abilities:</strong> I consider this area to include the skill system, class and racial abilities of the characters. The level of detail here might range to mere descriptions with no formal rules ("fluff") to detailing each possible mechanical ability, bonus, penalty or effect that directly applies to a die roll or game component interaction. For example, on one extreme, elves may be referred to as "flighty", while on the other extreme, elves may suffer a -2 penalty to skill checks requiring concentration or extended periods of time to complete to represent their "flighty" nature.</p><p><strong></strong></p><p><strong>RP/Interaction:</strong> This area I primarily consider how the players and DM interact. The level of detail here could range from the player essentially being their character; what they know, say and are capable of are directly what their character says and is able to do, to the other extreme where attributes are delineated for what the character can do, regardless of the player's actual ability - a Diplomacy skill for influencing others, Knowledge skills for relating facts about enemy creatures and so forth.</p><p></p><p><strong>Depth of Detail:</strong> This is the area where the player character's interact with the world around them. This could range from simple, generalized rules or guidelines to highly detailed rules that take into account minutia of detail. This can be in a variety of areas of the game - combats (with or without battlemats, powers, feats, maneuvers), encumbrance rules (do you ignore it, eyeball it, track every coin) to the subtle differences in gear (a spata handles differently than a drusus, which handles differently than a irish short sword, which is different from a chinese straight blade, etc.). Even things like monsters - do you only track the oft-used stats, eyeball the numbers or build them via a formula the same way characters are built? This last are covers a lot of ground, and where one person may have a great depth of detail (say, hit locations and critical wound charts) another person may have it in a completely different area (tracking weapon, armor and gear upkeep or perhaps keeping a box with the actual recipes for the various meals available at the local tavern).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5715611, member: 52734"] I was thinking on this shortly before reading the latest of Monte's articles musing on D&D and thought I'd propose it here. What level of detail do you like in game, and in the different areas of the game? While I've posted some options for the poll, feel free to introduce other areas I might not have thought of, and what level of detail you like in those areas of the game. [B]Skills/Abilities:[/B] I consider this area to include the skill system, class and racial abilities of the characters. The level of detail here might range to mere descriptions with no formal rules ("fluff") to detailing each possible mechanical ability, bonus, penalty or effect that directly applies to a die roll or game component interaction. For example, on one extreme, elves may be referred to as "flighty", while on the other extreme, elves may suffer a -2 penalty to skill checks requiring concentration or extended periods of time to complete to represent their "flighty" nature. [B] RP/Interaction:[/B] This area I primarily consider how the players and DM interact. The level of detail here could range from the player essentially being their character; what they know, say and are capable of are directly what their character says and is able to do, to the other extreme where attributes are delineated for what the character can do, regardless of the player's actual ability - a Diplomacy skill for influencing others, Knowledge skills for relating facts about enemy creatures and so forth. [B]Depth of Detail:[/B] This is the area where the player character's interact with the world around them. This could range from simple, generalized rules or guidelines to highly detailed rules that take into account minutia of detail. This can be in a variety of areas of the game - combats (with or without battlemats, powers, feats, maneuvers), encumbrance rules (do you ignore it, eyeball it, track every coin) to the subtle differences in gear (a spata handles differently than a drusus, which handles differently than a irish short sword, which is different from a chinese straight blade, etc.). Even things like monsters - do you only track the oft-used stats, eyeball the numbers or build them via a formula the same way characters are built? This last are covers a lot of ground, and where one person may have a great depth of detail (say, hit locations and critical wound charts) another person may have it in a completely different area (tracking weapon, armor and gear upkeep or perhaps keeping a box with the actual recipes for the various meals available at the local tavern). [/QUOTE]
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