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Your least favourite little bit of OSR or D&D guidelines.

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Your least favourite little bit of OSR or D&D guidelines.

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Topic: Your least favourite little bit of OSR or D&D guidelines.  (Read 3801 instances)

I feel quite a lot of gamers discover a problem with video games which have loopholes that they’ve found within the guidelines, however the GM gained’t enable the sport to go off the rails like that. 

Playing guidelines as written presumes the principles are excellent.  There is not any such sport. 

Quite a lot of my video games I play now are guidelines gentle so my GM potential has fewer restrictions.

The system I wrote has a particular written rule that declares “because there is no way to account for all the ways these rules could interact in unintended ways, if a result seems broken or nonsensical to the GM, then the GM should determine the outcome based on what they believe to be the intention of the rule.”

In essence, taking part in “rules as intended” (as decided by the GM) is definitely the “rules as written” for the system.


I feel quite a lot of gamers discover a problem with video games which have loopholes that they’ve found within the guidelines, however the GM gained’t enable the sport to go off the rails like that. 

Playing guidelines as written presumes the principles are excellent.  There is not any such sport. 

Quite a lot of my video games I play now are guidelines gentle so my GM potential has fewer restrictions.

The system I wrote has a particular written rule that declares “because there is no way to account for all the ways these rules could interact in unintended ways, if a result seems broken or nonsensical to the GM, then the GM should determine the outcome based on what they believe to be the intention of the rule.”

In essence, taking part in “rules as intended” (as decided by the GM) is definitely the “rules as written” for the system.

This has at all times been a part of the aim with one thing like Rule 0.
The trick is that insofar as a sport has guidelines, you need them nicely designed. A caveat like that should not be a crutch for dangerous design (not saying it’s, nevertheless it might be).


I feel quite a lot of gamers discover a problem with video games which have loopholes that they’ve found within the guidelines, however the GM gained’t enable the sport to go off the rails like that. 

Playing guidelines as written presumes the principles are excellent.  There is not any such sport. 

Quite a lot of my video games I play now are guidelines gentle so my GM potential has fewer restrictions.

The system I wrote has a particular written rule that declares “because there is no way to account for all the ways these rules could interact in unintended ways, if a result seems broken or nonsensical to the GM, then the GM should determine the outcome based on what they believe to be the intention of the rule.”

In essence, taking part in “rules as intended” (as decided by the GM) is definitely the “rules as written” for the system.

This has at all times been a part of the aim with one thing like Rule 0.
The trick is that insofar as a sport has guidelines, you need them nicely designed. A caveat like that should not be a crutch for dangerous design (not saying it’s, nevertheless it might be).

Oh, its not. I simply know what number of potential shifting items there are between varied character and monster skills and that some conditions may contain the interplay of three or 4 or much more parts that would, in principle, produce some damaged outcome. I simply needed to cowl my bases in case one thing within the interactions that by no means acquired caught as a result of the folks I had take a look at the system simply by no means tried a hypothetical combo of a number of parts and resulted in some kind of factor that may be a nightmare or gamebreaking if allowed to face.

I’ve seen sufficient dangerous guidelines attorneys try the “guidelines as written” argument on a brand new DM who’s unsure of themselves and their rulings but. This is principally simply to undercut that complete line fully as a result of its damnably annoying.


So many little guidelines from OD&D that I must house rule

-Not loopy about Vancian magic, by no means was. I desire spell factors for M.U.s
-Wizards solely utilizing swords , Pfffttt!
-Hit factors being so rando – acquired my very own system for that.

I exploit another house guidelines as nicely.

I are inclined to keep away from over dominated programs as they break immersion IMHO. I did the entire arc from OD&D via different video games and have realized OD&D hits the candy spot for me.


Least favourite? Thief skills—particularly the low percentages. Bad design. Makes me surprise what number of sure males stared at their toes and stated nothing after Gary pitched it.

I do not assume Gary needed to pitch concepts. He simply wrote no matter he felt like.

But when you have a look at the write up of the pre-Gygax thief it really works a bit totally different. In the unique guidelines, a primary degree thief may have a 50% probability to choose locks at first degree and a 90% probability at fifth degree. The large distinction, was that you simply needed to choose expertise from an inventory so a primary degree thief may not even be capable to choose a lock in any respect.

I suppose Gygax took away the selection and simply sport each thief a small enhance in each doable ability as they leveled up. But within the authentic guidelines, greater degree thieves may selected from all kinds of particular expertise resembling consider treasure, escape from being tied up, concoct antidotes to poisons, mimic different folks’s voices, break codes, monitor enemies and so forth.

Where may one have a look at the pre-Gygax thief? And to what are you referring? The California Thief? Or one thing from Arneson’s sport?


 


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