tag:blogger.com,1999:blog-6446461178381374626.post2526703395892873807..comments2024-03-27T23:28:19.341-07:00Comments on Telecanter's Receding Rules: Class-based Rule ResponsibilityTelecanterhttp://www.blogger.com/profile/07238356788092725244noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-6446461178381374626.post-26456914233800041572014-04-28T02:16:13.348-07:002014-04-28T02:16:13.348-07:00I really like this idea and how it bridges the in-...I really like this idea and how it bridges the in-game / out-of-game barrier. It echoes what I have been unwittingly doing in my game which is to expect the wizard player to know the rules for magic better than me. That way I can concentrate on the fun parts. Calumhttps://www.blogger.com/profile/11967342466040237845noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-42192638187321331262014-04-22T16:59:33.841-07:002014-04-22T16:59:33.841-07:00You could call it a "player's handbook&qu...You could call it a "player's handbook". <br /><br />Too bad they're 600 pages these days instead of useful like what you're describingAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-4026834076700743602014-04-22T14:02:32.098-07:002014-04-22T14:02:32.098-07:00This is one of the key things I strive for in my o...This is one of the key things I strive for in my own house-rule experimentation. Problem is, it's at odds with my other objective, which is compactness and simplicity. The more interrelated different systems are, the harder it is to carve some of them out as the "fighter's domain" or the "magic user's domain." And the prevalence of combat necessitates that all players have some knowledge of the combat rules.Anonymoushttps://www.blogger.com/profile/05851382647050100905noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-43337908133286126362014-04-22T09:28:26.717-07:002014-04-22T09:28:26.717-07:00@Confanity: Yeah, it's never good to make assu...@Confanity: Yeah, it's never good to make assumptions about the choices players will make. And I tend to forget that with party make-up. A couple things I'm thinking now, that one reason it might be good to do this is to make classes like cleric more attractive to my players so they'll play it. If they see a booklet of cool stuff that class gets to know and do, maybe I'll have more clerics. Another thing, it might not be bad for players to not be privy to some subsystems, disease is a good example, because if nothing else, it might make them seek out expert help or hirelings and make classes feel more real, in that they actually do know things about the game world that the vanilla fighter doesn't.<br /><br />@Scott, Vanguard: Thanks. I think one thing you need to know too is that I'm not really playing a system as such. So my players couldn't just pick up Swords & Wizardry, say, and learn all the relevant rules. My rules change as I revise them or come up with whole subsystems that I didn't have before. In that situation, having specific players you could "roll out" a new house rule too could be useful. I'll have to try it.<br /><br />Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-57169095053548607072014-04-22T04:49:56.950-07:002014-04-22T04:49:56.950-07:00This actually works quite well for more complex ga...This actually works quite well for more complex games too. The GM really should have some faculty with all of the various rules and sub-systems, but if you relegate all of the magic rules to the Wizard character it takes the load off the group. Also, it's just bad form to not know the rules that govern your character's actions (unless you're new).Vanguardhttps://www.blogger.com/profile/02787858605708891457noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-9094169524163269512014-04-21T14:33:34.477-07:002014-04-21T14:33:34.477-07:00This seems like a great idea for quick-starting so...This seems like a great idea for quick-starting someone new to tabletop or new to the system. Eventually everyone will be as familiar with the rules as they want to be. But in the mean time, there's the rules you'll be using 90% of the time right in your hand. <br /><br />Very clever out of the box thinking. Scott Andersonhttps://www.blogger.com/profile/12067161332003628237noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-26253279681408263182014-04-21T13:10:02.050-07:002014-04-21T13:10:02.050-07:00An interesting concept, especially for rules-light...An interesting concept, especially for rules-light / modular-rules games, but I can see one obvious difficulty:<br /><br />Do you make a rule that every party has to have one member of every class or type? What happens to a party without a cleric when someone catches a disease, or a party without a magic-user when someone wants to learn a foreign language? The issue then isn't that they can't heal their party member or speak the language, so much as they don't even know how the sick person progresses through recovery or death; they don't know how language-learning even starts.<br /><br />Yes, the DM can pick up the slack, but then you're just back at the usual system: the DM has to know everything, and everybody else picks up the specialized systems piecemeal as they think is appropriate to the needs of their own characters.Confanityhttps://www.blogger.com/profile/10361443460498670841noreply@blogger.com