Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Decline Where my Bubbles Gone?

Prime Junta

Guest
The DM is free to give bonuses for creative and effective movements and it kept the combat far more interesting than "i attack" "he attacks" "i attack"

Yup. And that's the only way to keep AD&D (melee) combat interesting.

That's why I prefer systems that not only allow it, but support it -- i.e., give guidance on how combat improv should be dealt with. You know, those general rules and guidelines that I keep talking about, not just a blank "make something up."

I do not like reductive systems that specify precisely what you can and can't do, and I find it odd that you (apparently) still think I do.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Okay, so it's "flavor rules, good stuff" if it's AD&D, "useless crap" otherwise. Gotcha.

By the way Lhynn, have you ever tried free-form/improv gaming? I'm starting to think you might actually dig it.
I have, its shit.

I've run a couple sessions and while they were fun enough I thought there was something lacking and went back to games with rules.
Rules contain the game, they are necesary, but too many of them and you dont let it breathe.
Its not a hard concept to grasp, i dont know why you struggle so much with it.
 

Prime Junta

Guest
Rules contain the game, they are necesary, but too many of them and you dont let it breathe.

I agree 100%. Which is why AD&D is shit: it has way too many of them, they cover way too few gameplay situations, and when present, they're way too restrictive/reductive. It's the worst of all worlds.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Yup. And that's the only way to keep AD&D (melee) combat interesting.
Sure i guess, but this applies to most systems or even games. Abstracting actions into numbers has that effect.
In my group we used great mastery rules that gave fighting unarmed or with weapons a greater depth, made it a lot more deadly, that combined with the free flow in a players turn made it p. amazing.

That's why I prefer systems that not only allow it, but support it -- i.e., give guidance on how combat improv should be dealt with. You know, those general rules and guidelines that I keep talking about, not just a blank "make something up."
Dude, stop treating PnP like its some kind of cRPG. Make shit up is what the DM does.

I do not like reductive systems that specify precisely what you can and can't do, and I find it odd that you (apparently) still think I do.
Well, you keep making blanket statements and havent yet put forward examples of how systems you like handle what you seem to prefer.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
I agree 100%. Which is why AD&D is shit: it has way too many of them
There arent tho, we add some to our preference according to the campaign, but never take anything away, other than maybe rolling hd, or cheap spell components.

they cover way too few gameplay situations
They cover everything youll ever need. You dont need Challenge Ratings or leveled doors.

and when present, they're way too restrictive/reductive.
Not really, every rule in the system is optional by design.

It's the worst of all worlds.
Its p. fucking great.
 

Prime Junta

Guest
Make shit up is what the DM does.

Precisely: and good systems help the GM make shit up, instead of just going "well make something up."

The best parts of the DMG have nothing to do with the rules: they're guidance on how to run a campaign, how to structure an adventure, how to build a world, and so on. I have no beef with that part. It's the mechanics -- as described -- that suck. A table on horse traits? Do you need that sort of thing? Don't you think your DM can improvise an ornery nag or an untrustworthy horse-trader if he thinks it'd be funny or cool?

They cover everything youll ever need. You dont need Challenge Ratings or leveled doors.

Of course you don't need them. Nobody's saying that. But having a general mechanic that simply and consistently lets you define how hard a boulder is to move, a lock to pick, or a scroll to decipher sure as hell helps.
 

Prime Junta

Guest
Well, you keep making blanket statements and havent yet put forward examples of how systems you like handle what you seem to prefer.

I gave you a detailed example earlier in this thread. Not going to go over it again, but if you're interested here's my general resolution mechanic covering any action not described in more detail elsewhere (such as the combat mechanics): http://manual.brikoleur.com/#ChapterThreeTaskResolution
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Precisely: and good systems help the GM make shit up, instead of just going "well make something up."
Was reading brikoleur, i have absolutely no idea what its about and im really bored reading it. Not a single story idea or piece of flavor among the rules. And you wonder why people default to DnD.

It's the mechanics -- as described -- that suck.
The mechanics are fine, they work.

A table on horse traits? Do you need that sort of thing?
Far more than a painful breakdown of cover, jesus christ, talk about gamey approach to combat.

Don't you think your DM can improvise an ornery nag or an untrustworthy horse-trader if he thinks it'd be funny or cool?
Sure he can, but here the system is encouraging him to do so by offering some cool ideas and rules.

Of course you don't need them. Nobody's saying that.
You are, its your entire argument behind the quality of a system.

But having a general mechanic that simply and consistently lets you define how hard a boulder is to move
Why do you need a rule to tell you how hard something hard is? Its fucking common sense.

a lock to pick, or a scroll to decipher sure as hell helps.
It doesnt, because the lock, or the scroll are as hard to interact with as the DM wishes it to be, all the rules and tables in the world are useless in the face of that.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
I gave you a detailed example earlier in this thread. Not going to go over it again, but if you're interested here's my general resolution mechanic covering any action not described in more detail elsewhere (such as the combat mechanics): http://manual.brikoleur.com/#ChapterThreeTaskResolution
Cool system, bored me to tears, have no idea what it is about and looks like it was written by some sperg on his basement.
Other than that dont know how actually playing it feels, but theres an awful lot of rules and exceptions, and i could see myself checking the manual every 3 minutes in the middle of combat, and players asking for it or checking their own even more often.

Other than that it feels really gamey.
"I use a [Resource]".
"Ill use [Intel] to get a bonus". I can almost see the menu screen.
 

Prime Junta

Guest
talk about gamey approach to combat

Ye-es, it is indeed a game, not improv theatre with flavour rules.

Why do you need a rule to tell you how hard something hard is? Its fucking common sense.

I don't need a rule to tell me how hard something is.

I want a rule that lets me define how hard something is.

You know, just like slapping a number on a PC which describes how strong he is, or another number on a monster describing how much damage it can take before it keels over.

It doesnt, because the lock, or the scroll are as hard to interact with as the DM wishes it to be, all the rules and tables in the world are useless in the face of that.

So why have hit points on monsters? After all, they're exactly as hard to kill as the DM wishes them to be, all the rules and tables in the world are useless in the face of that.
 
Unwanted
Queued Shitposter
Joined
Oct 22, 2016
Messages
275
fQvdj3y.png

junta's reasonable communal general mechanic 1d100 rule
everyone is """equal""" and better be fucking rolling against level 7 barbed wire
pillars of shit fans i tell ya...
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Ye-es, it is indeed a game, not improv theatre with flavour rules.
Shit, you are too far gone.

You know, just like slapping a number on a PC which describes how strong he is, or another number on a monster describing how much damage it can take before it keels over.
9 is average, 18 is the max, 3 the min. Figure it out you fucking twat.
Tho the system does go out of its way to describe those values and what they mean.

So why have hit points on monsters? After all, they're exactly as hard to kill as the DM wishes them to be
Wouldnt know, i dont even use the monster manual, i create my own monsters. I do asign them values before the combat tho, because itd be dishonest to change them up after it started.
You see, some rules are needed, its the retarded clutter you seem to call "good systems" which im against. You argue from an extreme position, i argue from a middle ground.

all the rules and tables in the world are useless in the face of that.
Nope, rules serve a function, the problem is when they take over.
 
Last edited:

Prime Junta

Guest
Other than that dont know how actually playing it feels, but theres an awful lot of rules and exceptions, and i could see myself checking the manual every 3 minutes in the middle of combat, and players asking for it or checking their own even more often.

It's pretty fluid in practice. Most of the time you're only adding one number to the die roll (bonus from knack/training/specialisation, from your character sheet). Sometimes two (from a resource -- this is similar to having a magic weapon in AD&D). Rarely three; you'll only have intel if you went after it previously or it was given to you by your fixer, and it'll only apply to the specific task it's for; typically this happens once, maybe twice per job. The fourth "Special" bonus is used in similar contexts as AD&D magic -- Ohun and Powers are expendable resources.

Also you'll only ever roll for borderline cases -- most of the time, a trained character will be able to just do stuff without rolling (equivalent of "no proficiency check required").
 

Prime Junta

Guest
9 is average, 18 is the max, 3 the min. Figure it out you fucking twat.
Tho the system does go out of its way to describe those values and what they mean.

Uh... what? Those are ability scores.

Again:

Fact 1: Monsters and PCs have HP, saving throws, AC, THAC0, magic resistance, and a bunch of other stats describing, numerically, what kind of challenge they pose.

Fact 2: There is no comparable way to define what kind of challenge a boulder blocking a passage, a scroll written in cipher, or a tiller flailing in a storm-tossed ship pose.

I still don't understand how come you think it's awesome that monsters are defined numerically in such detail, while AT THE SAME TIME you're vehemently opposed to a system that lets you define non-combat challenges in similar terms. Sorry Lhynn, I just don't. It seems completely contradictory from where I'm standing.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,852
Uh... what? Those are ability scores.
You mentioned something about strength.

Fact 1: Monsters and PCs have HP, saving throws, AC, THAC0, magic resistance, and a bunch of other stats describing, numerically, what kind of challenge they pose.
Beacause its too much information and it plays an important factor in how combat plays out, you can always just make your own monsters and asign them those very same values.
Challenge rating on monsters is also retarded btw

Fact 2: There is no comparable way to define what kind of challenge a boulder blocking a passage, a scroll written in cipher, or a tiller flailing in a storm-tossed ship pose.
Nigga you only need a number, you can make it up on the go, you dont need a fucking table. If its hard you make it a hard roll, if its easy you make it an easy roll, that is all the depth is needed, you dont need to describe how hard or how easy it is.

I still don't understand how come you think it's awesome that monsters are defined numerically in such detail, while AT THE SAME TIME you're vehemently opposed to a system that lets you define non-combat challenges in similar terms.
Im not against defining complex non-combat challenges in similar terms (tho theres almost no scenario where this is needed in mostly combat centric games). Simple shit does not need to be defined beyond the base difficulty tho, it makes something that should be quick and easy overly cumbersome and time consuming task for absolutely no good reason other than you being autistic.
I am for flavorful rules, i am for convoluted systems that are fun to interact with. I am for stuff that adds to the game.

Sorry Lhynn, I just don't. It seems completely contradictory from where I'm standing.
Then reread the whole chain of posts in this conversation and point out the exact part where im contradicting myself.
 

Prime Junta

Guest
Sorry Lhynn, I just don't. It seems completely contradictory from where I'm standing.
Then reread the whole chain of posts in this conversation and point out the exact part where im contradicting myself.

Lhynn. You're contradicting yourself in this very post. Sometimes inside individual paragraphs.

Fact 1: Monsters and PCs have HP, saving throws, AC, THAC0, magic resistance, and a bunch of other stats describing, numerically, what kind of challenge they pose.
Beacause its too much information and it plays an important factor in how combat plays out, you can always just make your own monsters and asign them those very same values.

This sentence makes no sense. How can something be "too much information" and "an important factor" at the same time? How does it follow that "you can make your own monsters and assign them those values?" You're contradicting yourself inside one single sentence!

Any system describing things in terms of numbers lets you make your own monsters and assign them those numbers. What do the first two statements have to do with it? And how what does that have to do with anything?

Challenge rating on monsters is also retarded btw

What do you mean by "challenge rating?" AFAIK AD&D has no such concept.

Fact 2: There is no comparable way to define what kind of challenge a boulder blocking a passage, a scroll written in cipher, or a tiller flailing in a storm-tossed ship pose.
Nigga you only need a number, you can make it up on the go, you dont need a fucking table. If its hard you make it a hard roll, if its easy you make it an easy roll, that is all the depth is needed, you dont need to describe how hard or how easy it is.

Of course you don't need a table. You and fowyr are the only ones going on about tables, perhaps because you've been fapping over the ones with horse traits? And of course you can make it up on the go, that's the entire point.

What I'm calling for/describing is a rule -- a general mechanic that says what "an easy roll" or "a hard roll" actually means. You know, just like when you're swinging your bastard sword at a monster, and if the monster has AC10 that's "an easy roll" and if it has AC0 that's "a hard roll." Same thing, only as a general rule, not an incoherent mountain of specific ones.

I still don't understand how come you think it's awesome that monsters are defined numerically in such detail, while AT THE SAME TIME you're vehemently opposed to a system that lets you define non-combat challenges in similar terms.
Im not against defining complex non-combat challenges in similar terms (tho theres almost no scenario where this is needed in mostly combat centric games).

Here you're contradicting yourself again. You were just arguing against such a rule in the above paragraph: "Nigga you only need a number, you can make it up on the go, you dont need a fucking table. If its hard you make it a hard roll, if its easy you make it an easy roll, that is all the depth is needed, you dont need to describe how hard or how easy it is."

It's true though that it's not needed in mostly combat centric games: this is why OD&D is a pretty neat system, as it is mostly combat centric. If your mantra is that you don't need rules for non-combat stuff as you can just make stuff up on the fly, then OD&D gets the job done great.

AD&D however isn't mostly combat centric: most of the "A" in AD&D is about non-combat stuff. You know, horse traits, dangers of horse buying, agriculture NWPs and so on and so forth. I.e., OD&D succeeds in what it attempts (to serve as a basis for combat-centric dungeon crawls) but AD&D fails (to serve as a basis for fantasy role-playing in general, not restricted to combat).

As I think you yourself pointed out somewhere, according to the DMG a typical session should have maybe 1-3 fights. That's not all that combat-centric in my book. (I can look that up if you like.)

Simple shit does not need to be defined beyond the base difficulty tho, it makes something that should be quick and easy overly cumbersome and time consuming task for absolutely no good reason other than you being autistic.

I agree 100%. You shouldn't need to roll dice to check if you can get out of your front door. So what?

I am for flavorful rules, i am for convoluted systems that are fun to interact with. I am for stuff that adds to the game.

In other words, you're like the guy who stubbornly sticks to his VW Beetle no matter what. The very things that make AD&D suck for me -- the convoluted, incoherent, layered-on rules covering hundreds of specific situations with huge gaps between them, and no general fallbacks -- are the things you love about it. Just like the VW guy loves his Beetle because he needs to carefully adjust the choke to get it to start in the morning, hunt for spares in junkyards, spend his evenings taking that air-cooled 1.6 apart and putting it back together, and also that musty smell inside makes him think of his high-school crush. That is rather wonderful and lovely.

But that doesn't change it that it's a hooptie, and if the owner is self-aware enough, he'll laugh, agree, and say yeah, that's exactly why he loves it.

That would've made this a pretty short conversation though.
 
Last edited by a moderator:

Prime Junta

Guest
By the way, we're not the first people to have this conversation. Back before D&D3 there was a lot of Sturm und Drang about it. A lot of us felt already then that AD&D's biggest individual flaw was the lack of a single, unified resolution mechanic. D&D3 with the d20 system was the outcome, although it did retain some AD&D quirks for flavour, e.g. the use of saving throws in some situations. If it weren't for D&D3, I would almost certainly have dropped D&D altogether around then. I was getting really fed up with AD&D and even the fantastic settings weren't enough to keep me going. As it was, D&D3 kept us happy for many more years.

So we're like two old soldiers still shooting at each other over the trenches long after the war is over. Which I guess makes me the weirder one as my side won.

(Didn't like D&D4 though. Thought it could work great in a cRPG but it was too reductionist for PnP.)
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom