Game Mastery

Tag: rules

Toning down casters without changing the game

by on Sep.16, 2009, under dnd

Holy crap, I’ve had this blog for more than a year. Weirder still is that I still enjoy posting in it.

Anyway, today I wanted to discuss an idea I’ve had for a while but never actually played with. I’m very fond of this idea because it does something that a lot of 3rd ed D&D players request, but it hardly touches the game rules. Spellcasters, especially wizards, are criticized for being too powerful. Some fixes alter or remove spells. Others change the levels or numbers of spells casters recieve. I propose using a mechanic already present, but often ignored – spell components.

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I like my games with a side of fudge.

by on Jul.30, 2009, under game theory

One of the more controversial topics in table top RPG gaming is the fudging of dice. Some GMs feel it necessary to adjust dice results. Other players would leave the table if they found out the GM even thought such a practice could ever be acceptable. There’s no right answer to this debate and it seems like almost everyone has an opinion, so here’s mine…

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The function of the game rules

by on Sep.15, 2008, under game theory

At the most basic level, RPGs are like playing make believe as a little kid, but with rules such that conflicts can be resolved without cries of “I hit you,” “no, you didn’t,” “did so,” and “my dad can beat up your dad!” This is pretty much agreed upon by most roleplayers.

What I did not realize was that the place of the rules is something that varies from player to player. I’ve always been of the opinion that the characters I play are characters that can be transported from one story to another and are playable in any system. Granted some characters are more effective in certain settings. But by and large, I play a personality and choose to represent him in whatever system is available. This means that I choose whatever actions I want, and then apply the rules at hand to resolve those actions.

What’s been coming up more and more in some forums I read is the idea that the rules exist as an exhaustive list of what actions you can perform with your character. Some players even go so far as to say that their characters are aware of the list of available actions and the mechanics behind them. If a game system doesn’t include rules for pinning a grappled opponent, then you can’t pin (at least until a new splatbook comes out explaining the new pinning rules).

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