The "pissant case-specific shit" you are talking about is the "actual rules of the game you are designing." That's what rules do: determine results in specific cases.Lago PARANOIA wrote:It's getting really irritating watching you argue in such a manner where you focus on pissant case-specific shit and offer fixes without seeing the underlying problem. Especially when the fixes are extremely specific and convoluted. I mean, honestly, what the fuck are you going to do if we do implement your stupid argument-dodging zone system and then we make the entirely reasonable assumption that zones should model, oh, darkness, people make a similar assumption that darkness should be a common condition for the game, and then people also make the entirely reasonable assumption that certain player-available races should be able to see in the dark better than others?K wrote:Sight and range only matter if the fucking rules say they matter. That's first principles shit.
Construct your ranged rules differently and the issue goes away. Maybe you use a zone combat system where ranged attacks can't be effectively used outside of a zone and melee attacks and ranged attacks only happen in the same zone. In that case, sight and the maximum effective range of the weapon is meaningless because everything takes place at very close ranges.
It doesn't matter what "people" assume about the game, only what the designers write down in the rules. If they failed to write darkness rules, then their own fault for random MCs and players coming up with bad rules spawned from their own flawed assumptions to shore up your failings. (And let's face it, none of them are going to have the same assumptions, so in some games darkness is going to be auto-death and in others it's not even an inconvenience.)
Game design involves making actual choices that relate to other choices you make, not just writing up a subsystem that looks fine all by itself. I mean, lots of games look fine when you look at subsystems and don't look at how they effect the whole (See Wizards vs. Fighters in DnD 3.X, the result of using two assumptions for power levels and not considering how they affect each other).
For example, an abstract positioning system fixes ranged attacks, flying, spell ranges and spell AoEs, control issues, and eliminates a host of small decisions and positioning issues and speeds up play times. Those are major issues, and they can only be fixed by challenging a set of simulationist assumptions about how they should work in an RPG.
You have to talk about specific solutions to specific problems because theory doesn't address anything.
