Post by yrgael on Nov 24, 2016 6:24:40 GMT -8
I am an absolute rules BITCH!
Most RPGs aggravate me because they make stupid distinctions. I realize that decisions must be make. When determining damage, does a .45 do the same damage as a .44 magnum or a 9mm? Because of mechanics, sometimes its one or the other. I know this create additional work (like a lot); but it would be nice to hear the choices from the designer point of view.
I know this can lead to some serious debates with some disagreements, very passionately in a lot of cases. However, this behind the "scenes" knowledge can help players and GMs get a better feel for the whys. I know TME gets some good play testing; but when its opened up to the general crowd, some ideas that are missed can become blaringly obvious.
Mostly, I am curious as to some "whys". Picking a topic, say once a week, and giving an explanation can help "get the feel". One of the rules
For Example: Two 7th level characters, the attacker with W.E. Swords 5 and a Razor Sword versus an opponent with Dodge 5 and in an Intruder Shell, both descent attribute modifiers has a small percentage chance of cutting the defenders hand off. This is not too tragic; but could become a problem and I just don't know about severing a hand through an Intruder Shell with a Razor Sword. Increase the levels and it gets even more likely. Add in some surprise and lesser armor and it becomes a real threat.
I understand the "grittiness" of TME; but I don't want my games to become a hack fest. I know, ignore the rules I don't like. I see the point of the rule; but would enjoy some designer or veteran feedback.
Too many games just throw in arbitrary rules with no or poor explanation.
Most RPGs aggravate me because they make stupid distinctions. I realize that decisions must be make. When determining damage, does a .45 do the same damage as a .44 magnum or a 9mm? Because of mechanics, sometimes its one or the other. I know this create additional work (like a lot); but it would be nice to hear the choices from the designer point of view.
I know this can lead to some serious debates with some disagreements, very passionately in a lot of cases. However, this behind the "scenes" knowledge can help players and GMs get a better feel for the whys. I know TME gets some good play testing; but when its opened up to the general crowd, some ideas that are missed can become blaringly obvious.
Mostly, I am curious as to some "whys". Picking a topic, say once a week, and giving an explanation can help "get the feel". One of the rules
For Example: Two 7th level characters, the attacker with W.E. Swords 5 and a Razor Sword versus an opponent with Dodge 5 and in an Intruder Shell, both descent attribute modifiers has a small percentage chance of cutting the defenders hand off. This is not too tragic; but could become a problem and I just don't know about severing a hand through an Intruder Shell with a Razor Sword. Increase the levels and it gets even more likely. Add in some surprise and lesser armor and it becomes a real threat.
I understand the "grittiness" of TME; but I don't want my games to become a hack fest. I know, ignore the rules I don't like. I see the point of the rule; but would enjoy some designer or veteran feedback.
Too many games just throw in arbitrary rules with no or poor explanation.