RetroRoleplaying Forum
December 05, 2024, 02:04:36 pm
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Visit our new RetroRoleplaying Forum at http://www.retroroleplaying.com/forum
 
  Home   Forum   Help Search Classifieds Staff List Calendar Login Register  

Welll, that didn't go well....

Pages: [1]
  Print  
Author Topic: Welll, that didn't go well....  (Read 1292 times)
King_Barrowclaw
Veteran
*
Posts: 16


View Profile
« on: May 28, 2008, 11:29:33 pm »

I agree with what you are saying randalls. In point of fact the OD&D, 1e and 2e players kept complaining that the rules were too rigid for them to do anything that they wanted to do in a fight and succeed. And that's a key point. Sure, you can do something a little off the wall but you're not going to be helping anybody else's tactics and use of daily/per encounter/at will powers which will do more damage to help you win the encounter.

I think that the thing that bothers me about the high profile tactical rules is the lack of abstract combat. See, to me it's like the rides at Disneyland. Now we all know about the animatronics involved with some of the rides that makes dead presidents, pirates and ghosts come to life. If you take the "skins" off of those animated figures they're just metal frameworks with hydraulics, wire and what have you showing. They stop being presidents and pirates etc. I prefer my rules to be well hidden so that they don't interrupt the "suspension of disbelief" that rpg's run on. If your rules are too high profile it can become a game of Yahtzee  with d20s. (IMHO)
Report Spam   Logged


Pages: [1]
  Print  
 
Jump to:  

Bookmark this site! | Upgrade This Forum
SMF For Free - Create your own Forum

Powered by SMF | SMF © 2016, Simple Machines
Privacy Policy