Post by anarkeith on Jan 9, 2011 1:53:59 GMT -5
The blog Campaign Mastery has an interesting post about rules and mechanics that got me thinking about the games I run. I'm vaguely dissatisfied with 4e D&D because I find parts of it unnecessarily complex. It fails Nate's test of 'simple player actions translating to rich character actions'.
That's why I've been working on the combat and magic portions of the game, searching for answers that might satisfy my players. As the blog post linked above notes, such house rules should consider the type of game played, and how the group of players plays it.
What I find is that I have some players who want tactical and mechanical complexity, and others that desire simplicity, while I as DM desire simple, logical systems with little for me to track (perhaps distributing the burden of tracking), that allow me to get on with the decision making. Having the time to react to players' creative ideas rather than using it to track whether or not they have no standard action this turn, and have their movement reduced by 2 minus their Constitution modifier (if they're not wearing boots of speed and using the Flatulent Propulsion, TM, encounter power), is my issue with the published rules.
Paring it down to something that still allows players to impose some tactical conditions, while favoring the old 'roll-to-hit and damage' model for those who don't care for the tactical aspects is what I'm proposing as a solution.
Yes, I could move to another system entirely. And there are a number of worthy candidates (Savage Worlds and Dragon Age are the two most likely, at this point), but if my card-economy model works for my players and we can just plug that in to the current system, it seems like it would be less disruptive (even though we're replacing a very large portion of the rules.)
It does place a greater burden on the players to create the flavor that describes their actions in the game, but most of the people we play with have played RPGs enough, that I don't think this will be a huge problem. The solution is particular to the needs of my group of players, and my preferences as a DM.
That's why I've been working on the combat and magic portions of the game, searching for answers that might satisfy my players. As the blog post linked above notes, such house rules should consider the type of game played, and how the group of players plays it.
What I find is that I have some players who want tactical and mechanical complexity, and others that desire simplicity, while I as DM desire simple, logical systems with little for me to track (perhaps distributing the burden of tracking), that allow me to get on with the decision making. Having the time to react to players' creative ideas rather than using it to track whether or not they have no standard action this turn, and have their movement reduced by 2 minus their Constitution modifier (if they're not wearing boots of speed and using the Flatulent Propulsion, TM, encounter power), is my issue with the published rules.
Paring it down to something that still allows players to impose some tactical conditions, while favoring the old 'roll-to-hit and damage' model for those who don't care for the tactical aspects is what I'm proposing as a solution.
Yes, I could move to another system entirely. And there are a number of worthy candidates (Savage Worlds and Dragon Age are the two most likely, at this point), but if my card-economy model works for my players and we can just plug that in to the current system, it seems like it would be less disruptive (even though we're replacing a very large portion of the rules.)
It does place a greater burden on the players to create the flavor that describes their actions in the game, but most of the people we play with have played RPGs enough, that I don't think this will be a huge problem. The solution is particular to the needs of my group of players, and my preferences as a DM.