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<blockquote data-quote="Crazy Jerome" data-source="post: 5715963" data-attributes="member: 54877"><p>I'm pretty comfortable with any level of granularity, except either extreme. I find that immensely fine system overload ease of play too much, but systems that go extremely coarse lose the minimally useful distinctions. </p><p> </p><p>Whatever level of granularity is chosen for a system, however, I want it to be reasonably consistent. Otherwise, how the model is expressed in abstractions and mechanics tends to develop flaws that jar me (and often give me a negative aesthetic reaction, as well). For example, if a system has a detailed weapon list, I want those weapons to be more or less fluff consistent with a rather coarse combat system, <strong>or</strong> I want the different weapons to matter mechanically along with a more fine combat system.</p><p> </p><p>All else being equal, I want my D&D a bit more coarse than fine. I think D&D needs to have classes and levels to be D&D. I think classes and levels automatically imply a certain bottom limit on granularity, to stay consistent. Thus, I'll happily accept a finer model in some skills-based systems that I wouldn't find consistent in D&D.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5715963, member: 54877"] I'm pretty comfortable with any level of granularity, except either extreme. I find that immensely fine system overload ease of play too much, but systems that go extremely coarse lose the minimally useful distinctions. Whatever level of granularity is chosen for a system, however, I want it to be reasonably consistent. Otherwise, how the model is expressed in abstractions and mechanics tends to develop flaws that jar me (and often give me a negative aesthetic reaction, as well). For example, if a system has a detailed weapon list, I want those weapons to be more or less fluff consistent with a rather coarse combat system, [B]or[/B] I want the different weapons to matter mechanically along with a more fine combat system. All else being equal, I want my D&D a bit more coarse than fine. I think D&D needs to have classes and levels to be D&D. I think classes and levels automatically imply a certain bottom limit on granularity, to stay consistent. Thus, I'll happily accept a finer model in some skills-based systems that I wouldn't find consistent in D&D. [/QUOTE]
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