robertsconley
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Yes but how often it comes up and when it does is it more about personal preference about level of detail than a flaw in the game? That is what I driving at in my second reply.But designing a game without addressing some basic activities at the core of your game, or not doing any probability system math checks for near half the game, and then claiming it's a great game because "you can Rule-0 fix anything" is bullshit.
So how is this relevant to adjudicating what the players want to do as their character? Sure debate the aesthetics but if it doesn't matter in terms of how the campaign is played out it is not really relevant is it?On D&D's design I think it's become more and more obvious that the initial game design started from certain numbers like dex 16 = +3 ac, proficency = 2-6, normal dc = 15. Then, as they wrote more bits, when they had an issue they just added a patch or hack to fix that exact issue (rogue/bard expertise, monster legendary & lair stuff, the cr system) without revisiting the original subsystems & numbers that caused the issue. Then "but Ruke-0" or gets used as a fig leaf to excuse everything that causes issues.
I don't have a king's list for the Ostrobards in my Blackmarsh setting but then again King's list doesn't impact how NPCs are roleplayed or what the players encounter in Ostrobard territory so it not very relevant to the nuts and bolts of running a Blackmarsh campaign.
Similarily I enjoy systems like GURPS and Harnmaster that have hit locations and armor pieces but it is not necessary for the way I run campaigns. It is just something I have more fun with. The only issue that it causes when I use D&D is when the player needs to do something that involves attacking a specific hit location like knocking the magic crystal from the lich's hand who is about to activate it. But that is adequately handled by having the player make a disadvantaged attack roll and the lich make a dex save. Or even a normal attack roll if the object is large enough. The target still would get a save.