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Thread: Most Ridiculous Rules in RPGS
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2016-06-09, 04:18 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
I have seen very, very few systems which have a kind of granularity where you start off only being able to do something occasionally, and work your way up to doing it all the time. Particularly when that "something" is a special technique, spell, or other encapsulated power.
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2016-06-09, 04:24 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Exactly. It is something that takes time and peace and quiet to study and prepare. Normally this is accomplished when the party is camped somewhere relatively safe, so describing it as gaining spells each day is accurate in a general sense.
In 1e, spells take 15 min per spell per spell level to prepare. You can absolutely leave your spell slots empty and prepare them later, you just need a safe place and time required. A single 3rd level spell, for instance, will need 45 minutes of peace and quiet.
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2016-06-09, 04:33 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-09, 04:34 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
The WEG Star Wars RPG had an interesting take on improving skills; it took a certain amount of free time to boost a skill, or no time if you had used it between the last time you were awarded character points (XP). So, if your smuggler guy got into a shootout and earned CP at the end of the session, they could improve their blaster skill instantly if they had enough. If they wanted to train up their languages, though, they needed a few weeks.
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2016-06-09, 04:40 PM (ISO 8601)
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2016-06-09, 04:43 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
"It's the fate of all things under the sky,
to grow old and wither and die."
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2016-06-09, 09:45 PM (ISO 8601)
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2016-06-09, 10:43 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
This is my experience as well, especially point 2. In a TTRPG, you don't even get to run off and practice your skills. You're going to come across many situations where you do something that would have been helped by the very skill you get only after doing the something! That, or you deliberately create situations to practice your skills, in the midst of adventuring. "I attwmpt to climb the 100 foot wall!" "Why don't you just pick the door?" "I need to practice my Acrobatics!" "The world's ending in 2 hours!" "But what if we come across a wall in the last 20 seconds? I'm practicing now!"
It's a case when trying for realism just bogs down actual gameplay.
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2016-06-10, 12:21 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
I can understand the point to balance. But at the same time, it seems like the worst way to go about things. "Your too good, you can break the game. Instead of actually fixing this problem by toning down your abilities, we'll just make it super inconvenient to actually use your abilities in play. That's fun right? Right?"
Awesome Avvy by Sizlord!
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2016-06-10, 12:54 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Nope, that wouldn't be fun. But it wasn't inconvenient, it was resource management. The latest few iterations of D&D have attempted to make magic spells usable as often as sword swings. This has resulted in cases where the spells are just sword swings or arrow shots with different descriptions, and cases where characters could only swing a sword in some way once a day or attempt a trick shot once a day.
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2016-06-10, 03:21 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-06-10, 07:14 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It's not as if you have to roleplay scribing your scrolls for 11 hours anymore than the fighter needs to roleplay maintenance on their blade/armor.
But in earlier editions, a lot of playing an effective wizard was knowing when to use and when to save your spells. Different sort of gameplay. Nothing wrong with either style; just different.
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2016-06-10, 07:17 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Because it makes more sense for you to be able to concentrate really hard and suddenly get better at climbing when you need it? You should have upped it last level.
(Being able to spend EXP on anything is also basically impossible to balance, especially while maintaining asymmetry.)
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2016-06-10, 07:42 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Who said I could just concentrate really hard and suddenly get better? In the games I tend to play you generally have downtime at the end of a session, and all XP is spent between sessions. There are times when you'll end up getting better at something with no downtime, but those cases are rare. However, it makes a lot more sense for me to decide I want to get better at climbing and then (assuming I have the XP) get better at it during downtime then to have 2 weeks of downtime but be unable to gain a point in climbing because the next level is 370XP away.
(Being able to spend EXP on anything is also basically impossible to balance, especially while maintaining asymmetry.)
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2016-06-10, 07:50 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
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2016-06-10, 08:02 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Ah, we have a difference here, I couldn't give a **** about tactical gameplay. In my view, if everybody has something they can make use of it's balanced enough. Now a game like D&D 4e has this matter more, but in say Fate or the Mistborn Adventure Game balance is less important. Now balance in Fate does matter, I shouldn't let one character have a 'do anything' skill while other characters have to use the standard list, but as long as you avoid the major pitfalls everybody is competitive.
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2016-06-10, 08:10 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-10, 09:05 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
I don't see the difference. I already said that for abstract system balance doesn't matter as much. You're just saying that you prefer abstract systems where balance doesn't matter.
Okay - I agree. We have different taste in RPGs, but we actually seem to agree entirely that balance matters less in abstract systems and more in tactical ones.
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2016-06-10, 09:34 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Kind of, I was saying that in an abstract system balance does matter, but to a much less extent. I was correcting the 'doesn't really matter', because it still matters, but only up to a point.
Sure, Fate might be fine without having rigorous playtesting for every combination, but it still requires that there be no singular best choices. Less 'is everything balanced' and more 'is anything particularly unbalanced'.
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2016-06-10, 09:57 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Yes. A good RPer can always find *something* for their character to do. But there's really a different level of fun between being able to competently contribute to the group's success and being able to find something to say you were doing.
(And notice that each of the things you picked is something the wizard is likely to be poor at -- Animal Handling, Strength check, improvised weapons, Charisma check, and perception check. The second one of those becomes hard, a competent party member will have to take over from the wizard.)
Note: I say this as a guy who once spent several complete sessions playing the wizard who had been feebleminded, before the party found a cure. Sure. I could role-play it a bit, but it was very different.
There definitely are. And I agree with them. My point is that the justifications don't help. People who are screaming about Vancian magic sucking are generally people who have experienced the problem of a mismatch of party rest needs. (Which is *not* explicitly a Vancian magic problem.)
Imagine a 5e fighter, monk, warlock, wizard party. Until they run out of hit dice, the first three are fully recovered after a half an hour of rest. They might go through an entire campaign arc without ever wanting a long rest, unless the DM starts to ding them with exhaustion rules. Only the wizard wants long rests -- and if there's even a hint of time pressure in the adventure, the rest of the party won't ever want to stop. In an adventure with ten short rests and no long rests, the fifth level warlock can cast 20 3rd level spells. The wizard can cast only 2.
Of course, 5e made this a lot better -- wizards have a number of ways to get effective armor, weapons, and skills, and cantrips can actually be real magic that the wizard can use all day long.
In 2e, a wizard who was out of spell slots had the feeblest attack, the worst armor, and the least useful skills of any member of the party. It wasn't pretty.
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2016-06-10, 10:03 AM (ISO 8601)
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2016-06-10, 10:22 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Well, I would say it's hard to "game" the skill-gaining rules from Call of Cthulhu (and other games published by Chaosium including Runequest, Elric, etc). In that system, your character pretty much isn't going to improve much. Your stats (except POW... and Sanity if you count that as a stat) don't change. Your skills won't change much either, but they can increase slightly. Here's how:
Every skill has a rating from 0-100. You succeed at a skill if you roll under it's rating on d100. If you succeed at a skill when it's actually relevant and useful to the adventure (rather than sitting at home rolling dice all day), then you get to put a check mark next to the skill. At the end of the adventure, you get to roll to see if you can increase the skill. This time, you have to roll *above* your skill rating (since someone who already knows how to do something well is unlikely to get better at it). If you succeed, you get to add a d6 to your skill. Otherwise, you get nothing.
It's slow and I've never seen anyone make significant gains. But it gives you a little bit of something now and then, while making sure that you don't suddenly become a completely different character.
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2016-06-10, 10:26 AM (ISO 8601)
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2016-06-10, 10:32 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-10, 11:41 AM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
Which type of magic isn't "conceptually nonsense"? All magic is literally nonsense.
For balance, it works pefectly as a resource management element.
I feel that people saying it's a stupid rule are really just saying they don't like playing the kind of game it is used in. It is a fine rule for the type of game it was made for. This is not primarily a cinematic or narrative action game, nor purely a tactical battle game.
Disliking a type of game or a particular setting does not mean it is a bad game with stupid rules. A rule needs to be judged in the context of the game it's in and how it accomplishes it's goal in that game.
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2016-06-10, 11:49 AM (ISO 8601)
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2016-06-10, 12:23 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
The kind that doesn't require hanging one's disbelief by the neck until dead.
This is, of course, why we've had nearly 4 decades of issues with "linear fighters and exponential wizards" and variations on that complaint regarding multiple variations of that casting system.
If the primary issues of the game are managing "resources" via abstracted rules, and measuring win conditions numerically, and "in game avatars" are built mainly around how they function as numerical entities within the ruleset...
If that's really true, then D&D and its tree of offspring should stop being marketed as "roleplaying games", and instead go for something that would be more accurate such as "tactical simulation games" or "freeform boardgames". Without story and character of some sort, and thus the need for underlying setting coherence and consistency and everything that entails, you really do not have a "roleplaying game", as no "roles" are actually being played.
First, I'm also looking at the very concept of a Vancian magic system, outside of the rules, and finding it patently ridiculous, even accounting for the fact that it's magic in a fantasy setting.
Second, as a rules set, regardless of setting, I consider a Vancian system a kludgey nightmare that doesn't balance, but that rather has simply long been taken for granted because it's the "original recipe".It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2016-06-10, 12:28 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
No we haven't. That's mostly just a 3.x thing. (I like 3.x/Pathfinder; I just keep to the first 8-10 levels before casters become OP. The game flows better anyway.)
Not that other editions haven't had their own issues.
Also - you're acting like other systems with different magic systems don't have the same issues. Many of them do.
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2016-06-10, 12:30 PM (ISO 8601)
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2016-06-10, 01:03 PM (ISO 8601)
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Re: Most Ridiculous Rules in RPGS
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.