Zak S wrote:16. So it's possible that a rule I write assumes an audience with different tastes and capabilities than PhoneLobster and therefore succeeds, just not with PhoneLobster? (Note I'm not yet claiming this rule does that, merely asking if that is even a theoretical possibility in your worldview.)
Success for a rule is not a matter of whether or not it is functional or a good rule. WoD sold a lot of books, you could call it successful, but a lot of the rules are shit. I will agree it is absolutely possible to write a rule suitable for one setting or game that isn't suitable for another setting or game.
17. So, at least theoretically, two different audiences could have a separate threshold for "burdensome level of complexity"?
Sure.
14. "two swordsmen get *ready for an epic duel* and immediately set to throwing aside the swords they've painfully mastered over years to Do you grasp that the desire for an "epic duel" is a taste issue?
Absolutely.
Do you grasp that writing a rule that gives a mechanical advantage to players to avoid epic duels won't fit the style for players and groups that would like to play an epic duel?
Of course, but as you already pointed out: You will never again claim that I am stupid enough to think my group is representative (you have agreed to that) and…
Stop (hammer-time!) - I never claimed you were stupid, or that your group was representative. (You've said quite a few choice things about me, though.) However, the representative-ness or not of your group has nothing to do with the mechanical incentive issue. Continuing on...
16. Do you accept that different people have different expectations, aesthetically?
Yep.
18. Is this not proof there are D&D people who, at least on this swordfight issue, have mutually-exclusive rules needs in order to get the aesthetics of the kind of combat they want here?
Okay, the claim you're making here is that your easy-disarm rule was deliberately made to suit the needs and style of your group. There's a couple issues with that.
First, you didn't present it as that. Presentation is important with rules, players and gamemasters should be able to understand the purpose of the rule. A good example is the "Chunky Salsa Rule" for Shadowrun, because dropping a grenade in a confined environment will turn anyone inside into bloody chunks. So if your purpose with the easy disarm rule was to avoid epic swordfights, you probably should have made that more clear from the outset.
Second, it's a flawed mechanic. We've gone over the escalating-bonus vs. static target number thing before, but the point is that the higher in level/more bonus you get, the easier the test is going to be - until it's practically guaranteed. Same basic argument with static Diplomacy DCs in D&D d20. Now, if that is your
intention it helps to make that clear in the text, but otherwise it just looks like a mistake.
Third, and this does vary by individual style and level of grognard-ness, you have people that look at the rule as an emulation - does it or does it not accurately reflect real-world practices and effects? And from that simulationist level, it fails - because most sword fights, both in real life and fiction, do not end with the master swordsmen disarming each other and continuing on with tooth and fist.
So on your individual swordfight issue, I would say no - because if that was your
intent it was not clear, used a flawed mechanic, and isn't a particularly good emulation.
Now in a
larger sense you can be correct - there are dozens of different combat systems in RPGs, and some of them are more suited for some types of play than others, and some are better suited for some settings and games than others. For example, the Conan d20 game has a Magic Attack Bonus, straight D&D3.+ does not. Which one is better for a given group or game depends on the style of play and the various mechanical advantages and disadvantages inherent in those two systems. To take another example, d20 Modern often hears the complaint that firearms do not work well with hitpoints - that rule makes a poor fit for that system and a gritty style of play where guns can be deadly weapons.
[/edit]Bloody nested quotes.