Your Rule Sucks: The Zak S Social Currency Edition

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Ancient History
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Post by Ancient History »

Zak S wrote:
Ancient History wrote: The fact that the gamemaster determines a bonus based on their own judgment with no guidelines according to their understanding of the situation - or the phase of the moon, the tightness of their underwear, or any other factor - is not a recommendation for this rule; indeed, it is undistinguishable from not having a stated rule at all, where the gamemaster applies whatever modification they feel appropriate to any roll based on the circumstances at the table.
Incorrect. If there were no rule, then the bonus would not be static with a specific expiration time for all requests.

False argument.
Prove it. Please go to your original rule description and show me where, anywhere in it, you give the gamemaster or player any concrete rule of the magnitude of the bonus for a given act besides "1 apple = +1 bonus." The fact is you have provided no numerical guideline for awarding a bonus and no numerical cap for how high the bonus might be. You have left it entirely up to the gamemaster, and without so much as a suggestion as to what numbers to apply. This leaves the system open individual interpretation, yes, but also misuse and abuse.
NONE of that is an argument about the rule I wrote.
Nothing you've posted is an argument that your rule works. Show me in the rule you wrote anywhere that says 1 apple always gives a +1 bonus, or otherwise explicitly tells the gamemaster to always apply the same bonus for the same action. You said that consistency is a hallmark of a good GM, and I agree; but your rule as written doesn't explicitly include consistent rulings.
If you want (in the theoretical imaginary published version of this rule) examples of what different kinds of people would consider a significant gift, that's a whole separate request.
I would completely agree. I would also probably include other options, like what constitutes a proper threat for a bonus from fear or something. I'm not asking you to complete the rule, I'm only pointing out a deficiency in the rule and one way you might have avoided it.
You're repeatedly missing the point: that "overwhelming bonus" has no more effect on the game than if someone cast Charm and the other guy failed their save. So even if the bonus is GIGANTIC--the worst you can do with your gigantic bonus is something you could already do with Charm.
As you appear to admit here, the rule you have written has the potential for abuse because of the overwhelming bonus. You are arguing that this is not important because you perceive the effect to be negligible; we can argue that point some more if you want, but I'll point out a significant difference between the rule as you wrote it and charm: the spell has a saving throw. The spell allows the target at least a slim chance to avoid being compelled to do something they might not otherwise do. Your rule, if abused, does not allow that. No saving throw. If somebody has an automatic win, then someone else has a corresponding automatic loss.
For example, if you have two 1st level fighters identical in every respect except that one has a Hackmaster +12 sword, then obviously that fighter has an uncharacteristic and overwhelming advantage to hit (and damage, but that comes later).
Therefore….what? In that example, the worst the guy can do is kill the other guy. In my example, the worst a guy can do is…get one thing they ask for (just like Charm only less). So you're missing the forest for the trees.
Again, you're focusing on the outcome; I'm looking at how we arrive at the outcome. Saying that the outcome is not important doesn't mean that the mechanics that get you there are sound, it just means that there's an exploit in the system so minor that you don't care enough to patch it.
And again, it's beside the point - the whole reason to have a soak roll or saving throw is to give a character the chance to mitigate their fate and not be at the mercy of a single roll initiated by another character in which that character might have a huge advantage.
answered….
Actually, you really haven't answered this one. Feel free to quote yourself somewhere up above if you disagree.
#2 "Competing interests" covers this functionally. If the NPC target sees competing interests, those mitigate. Already said that.
#3 If there are no competing interests (the only time there'd be no mitigation) then why wouldn't the NPC grant the request?
I'm not going to pick apart your example,
So you're not arguing just giving up. If you're too stupid to make your arguments don't start them. This is moronic--you start a thread, poke holes that aren't there, then when you get called on it you claim you won't address the huge mistake you made?
I said, at the outset, that I was looking at the mechanical faults in your rule. I want to look at the numbers and evaluate the numbers and determine if your rule sucks, and if so how. Because this isn't about you, or how you do things in your home game, or the names you call people when they don't agree with you. This is about what you wrote, and how the numbers fall out of that. Those restrictions which you emphasize so strongly have no numbers attached to them; their effect cannot be measured because there's no objective value to them. They're subjective restrictions that depend entirely on the gamemaster. I'm not picking apart your example because there's no math in it to pick apart.

And this gets to the heart of it: your rule relies almost entirely on the individual attitudes, capabilities, and judgment of the gamemaster to actually implement it. You don't provide any guideline on the size of the bonus to be granted, or any limit on said bonus, or any limit on stacking said bonus. This is a rather significant omission.
because frankly (and again) "competing interests" is a strictly subjective argument. It's not part of the mechanics, and it relies solely on the whims of the gamemaster as to when and if it applies.
So a GM making up 6 stats and a class and a race and associates for an NPC is normal, but a GM making up a 7th stat is somehow outside your ability to consider?
I don't think that I should require a gamemaster to come up with their own stat or rule just because I couldn't or didn't provide enough information or guidance. Do you think your rule requires the gamemaster to place a quantifiable value on an intangible characteristic like self-interest?
And sure, the gamemaster should be consistent about it - but that can just mean that they're a consistent asshole,
An argument that assumes no competent GM is as stupid as assuming no dice. It is invalid, we already went over this.
We're allowed to disagree over our opinions of human nature, I think.
you've essentially left the hard work of determining every such interaction up to the gamemaster to adjudicate on their own, with no reference or guide that GMs can maybe base their decisions on or PCs can expect to deal with.
If you haven't noticed: D&D also leaves building whole imaginary worlds with underground complexes in them to the GM and parsing through lists of monsters so long they constitute one of the literally longest Wikipedia articles and deciding which to use to the GM.
Don't disassemble; gamers buy game products in part to save themselves some of the effort of building their entire system or world from scratch. One of the objective arguments for how good a system is how well it works right out of the box, without the gamemaster having to sort out every number and die roll.

Consider: what is the difference between your rule, and if the gamemaster just decided on their own to award a situational bonus to CHA-linked tests? What is the benefit that your rule provides to the game? It doesn't make the GM's job any easier, it doesn't particularly make the players more or less likely to engage in any activity - well maybe less likely, in some circumstances, because we've observed in your own example that in at least some cases there's no reward for altruism. So aside from a bit of extra bookkeeping, how is it different from a gamemaster deciding just to apply bonuses according to their own judgment?
Saying my rule decides some but not all possible decisions the GM has to make is not a valid criticism since it applies to all rules.
I'd argue your rule doesn't decide any possible decision that a GM might make. There is no guideline for what constitutes an act deserving of a bonus, and the guideline for when a bonus might be denied is so subjective you might as well call it arbitrary.

All this rule ultimately tells player and gamemaster that if you do certain acts, which aren't defined, you might get a temporary bonus of unknown size which doesn't apply in certain cases depending on whether or not the gamemaster feels like it.
For you in your game, it's +0 to +10; for someone else it might be -100 to +100. We can only say, based on the original rule, that the potential for abuse exists.
You keep getting stuck on this. Again: even if the player gets the maximum bonus…then what? A thing of no more consequence than a failed Suggestion save.
I'm going to point you towards the d20 Diplomacy rules again, not because that's the specific system you had in mind when writing this rule but because it is exemplary of ways this rule could potentially be abused. The DC check for a Diplomacy roll is unopposed, and static. At level one, a character with max ranks in Diplomacy (4) and no bonus is going to have a range of values (4+d20 = 5-24) which determines their full range of possible success and failure. Look at that table! A character at that level without bonuses is never going to turn a Hostile NPC into a Helpful NPC (DC 50) - it's straight outside the range of rollable numbers. But if the character had a suitably overwhelming bonus (say, +50)...then they could befriend fucking Orcus, and Orcus would have no say in the matter, because Orcus doesn't get a saving throw against Diplomacy.

So while you like to play down the effect of an overwhelming bonus, the potential for real abuse is there...and not just from the player characters. What if the gamemaster keeps track of bonuses from little favors that NPCs do for players, and then one day the NPC cashes those bonuses in and asks to borrow the character's magical sword for a bit, or sleep with their wife? How would the player feel if they were told that sorry, the NPC made their roll and their character has just handed Edward Kelly the keys to the master bedroom, Mrs. Dee is all ready for him? Bad rules cut both ways, especially if the gamemaster is inexperienced or just being a dick.
And then the argument goes right back where it started.
Actually, I think we're making a little progress. You have already admitted, at least by dint of not bothering to argue the point any further, that your rule can lead to an overwhelming bonus (though you allege a real gamemaster would never allow this to come to pass), and that this is potentially subject to abuse; your current shift in the argument has not been to argue the mechanics but that the effect is minimal and within the standard range of what to expect in a game.

So from a strict mechanical standpoint, I'm fairly confident that we've come to basic agreement that your rule as written has at least the potential for abuse. You're still holding out on whether or not the "abuse" is significant since you feel it is within the range of normal game effects, but I hope I've demonstrated that in the given circumstances an overwhelming bonus to a skill check that decides another character's action with no save allowed is not necessarily a desirable thing, and that it can be abused.
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Post by Zak S »

Pseudo Stupidity wrote: Moving the goalposts. We're talking about weapon masters, not people who one-shot people without weapons. Disarming a master swordsman is clearly the best use of your action if you can't instakill them, and anyone you can instakill isn't a real threat.

That is inaccurate. (You may be used to 3.5 or 4e.) There are frequently scenarios where both sides have a chance of instakilling each other.

But anyway as for the rest of the swordfight:

Let's run through it, so we can measure all you forgot (we'll assume 1 attack per round for convenience, thought that's not always gonna be true):

Initiative. Student wins. Student disarms master. (Now: run a half move or not? Important decision: if the student takes the half move they force the master to move but if they don't then they could kick the master's weapon away next round--or pick it up… Student stays.)

Master can:
-Disarm student
-Hit the student for damage
-Grapple then, if lucky the first round, choke
-Try to knock the student over (student wastes the next turn getting up)
-Throw sand in the student's face or otherwise use the environment--(ever watch The Duellists? Trees and cover.)

…and some of these are better ideas for the master than if the student had the, because he has a better attack bonus than the student. And plus the master has to factor in that next round's initiative is 50-50 (how we do it) so he needs to account for that…

The only thing the student (when disarming) can be sure of is that s/he didn't take that opportunity to lower that mountain of hit points s/he's fighting. Was that a good idea? Depends on a lot of things that are different every fight. And fights should depend on a lot of things that are different every fight.
Last edited by Zak S on Sat Mar 22, 2014 12:47 am, edited 1 time in total.
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Post by Zak S »

Before I deal with the rest, this gaping wound needs to be dealt with:
Ancient History wrote: I don't think that I should require a gamemaster to come up with their own stat or rule just because I couldn't or didn't provide enough information or guidance.
Then why would you play a tabletop role playing game? Half the game is gamemasters coming up with their own stats or rules because the designer can't (doesn't know the group's preferences) or didn't (what's the cobbler's wisdom? How many cobblers are in Lankhmar? SERIOUSLY IT DOESN;T LIST THE COBBLER'S WISDOM? WTF KINDA GAME SUPPLEMENT IS THIS?) provide information or guidance.

That's the whole good thing about RPGs right there. They provide a loose procedure that you can slot in appropriate custom content.
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Post by Ancient History »

The point of roleplaying game mechanics is to give gamemasters a system to slot things into. You have all the attributes and stuff right there, and you have a bunch of rules that refer explicitly to them and (hopefully) work together so that you can roll a couple dice and see if the character can make the skill check or hit the troll or whatever. It's not a board game, because it does demand a higher level of interaction, a greater level of input. But it at least provides a framework so that you don't have to build the game on the fly, and you can share rules and games material within a recognizable context with other players and gamemasters. Homebrew rules can be fun, and sometimes even necessary, but homebrew games tend to be ill-thought out messes cobbled together over many long gaming sessions and full of bad, random, and idiosyncratic rules that may or may not hold up under play. A good game system, in my opinion, allows and inspires the creation of new material but does not require it just to keep going.
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Post by Zak S »

Ancient History wrote:A good game system, in my opinion, allows and inspires the creation of new material but does not require it just to keep going.
Then that is why you have failed here today. You do not understand this basic principle: in order for any tabletop RPG to not be shit, it include and must require the creation of new material.

And any game session without original material will always be shit. At least for any audience worth playing with. (Note: you may be too stupid to be in that kind of audience.)
Last edited by Zak S on Sat Mar 22, 2014 1:13 am, edited 1 time in total.
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Post by Ancient History »

Failed? I've made all the points I've wanted to make today. As the title of the thread says, your rule sucks.

Games are there for the enjoyment of the people playing them; full stop. If the players are entertained, the game is a success, no matter the quality of the writing, artwork, or mechanics. Some people like to play with games as-is, and get worked up about "canon" and "official material," others like to make their own material. Hell, I like to create my own material, and in quantity. It's all a fair cop as to how people want to play their game, but in general I'd argue that a good system will always enhance the roleplaying experience instead of detract from it.
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Post by Pseudo Stupidity »

Zak S wrote: Let's run through it, so we can measure all you forgot (we'll assume 1 attack per round for convenience, thought that's not always gonna be true):

Initiative. Student wins. Student disarms master. (Now: run a half move or not? Important decision: if the student takes the half move they force the master to move but if they don't then they could kick the master's weapon away next round--or pick it up… Student stays.)

Master can:
-Disarm student
-Hit the student for damage
-Grapple then, if lucky the first round, choke
-Try to knock the student over (student wastes the next turn getting up)
-Throw sand in the student's face or otherwise use the environment--(ever watch The Duellists? Trees and cover.)

…and some of these are better ideas for the master than if the student had the, because he has a better attack bonus than the student. And plus the master has to factor in that next round's initiative is 50-50 (how we do it) so he needs to account for that…

The only thing the student (when disarming) can be sure of is that s/he didn't take that opportunity to lower that mountain of hit points s/he's fighting. Was that a good idea? Depends on a lot of things that are different every fight. And fights should depend on a lot of things that are different every fight.
Except they can be certain that someone who is specifically really good at cutting motherfuckers by hitting them with a sword can't hit them with a sword.

You are suggesting an apprentice swordsman can easily disarm his master and force the master to resort to choking him out or disarming him back. Is that really the story you want to tell, how the student disarmed his master and then they jello wrestled until somebody cried uncle? You're saying swordmasters are better off not using swords because it's so easy to make them drop their swords.
sandmann wrote:
Zak S wrote:I'm not a dick, I'm really nice.
Zak S wrote:(...) once you have decided that you will spend any part of your life trolling on the internet, you forfeit all rights as a human.If you should get hit by a car--no-one should help you. If you vote on anything--your vote should be thrown away.

If you wanted to participate in a conversation, you've lost that right. You are a non-human now. You are over and cancelled. No concern of yours can ever matter to any member of the human race ever again.
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Post by Zak S »

Ancient History wrote: I'd argue that a good system will always enhance the roleplaying experience instead of detract from it.
Everybody likes a good system. But not everyone's definition of a "good system" will match.

If you call my rule names because it requires the GM to make up content (that is: it participates in the best part of RPGs): you have failed to make your point because you don't have a point.

Here's what I'm pretty sure you think happens:

While the rest of the gaming world goes about with their sorta crap rules--happy with them for their crappy purposes--you here at The Gaming Den stress test them and bang on them and come up with Much Better Rules that work Better for Everyone.

But that isn't true. What you actually do is come up with rules that are going to be cumbersome for a lot of people because they're so long and nitpicky. The cost of using the Much Better Rule rule ends up being higher than the cost of making something up could ever be.

So if this were computer programming: hey, maybe you're rule would work. But when it hits actual people your tight rule is too cumbersome.

Given a choice between a rule that demands:
[] You memorize the book or look up a rule for every edge case
or
[] You force the GM to exercise the judgment s/he needs to have to runt he game anyway…

…the second is often, for many people, the better rule. And you can't seem to wrap your head around that. It'a like you built a car that has everything but doesn't fucking fit on the road. It's not, then, a better car for all people.

You further compound this mistake by thinking I'm going "This works for my group, therefore it works for all people" but which, curious you are.

The only real criticism you have of my rule is "This won't work for every group" and that's true for all rules. you just are too dumb to know that.

You actually think you can design rules that will work for every group. That's nuts. If you're asking me for that: no, I can't do that and nobody can.
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Post by Gnorman »

Zak S wrote:You actually think you can design rules that will work for every group. That's nuts. If you're asking me for that: no, I can't do that and nobody can.
Dear god, this is practically a shadzarian position.
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Post by Zak S »

Pseudo Stupidity wrote: Is that really the story you want to tell, how the student disarmed his master and then they jello wrestled until somebody cried uncle?
I am not sure what dark desires caused you to inject jello into the scenario but, yeah, I find 2 people starting to duel and then being compelled to grapple it out one of the most pleasingly grotty and Warhammer Fantasy-ish outcomes of many possible outcomes in this situation.

It is odd that this bothers you, but: the fact you want your game to emulate some action movie that I don't want it to emulate doesn't make my rule bad. It simply drives home the mutual exclusivity of our requirements for a good game.

( and conveniently answering this lunacy:
Gnorman wrote:
Zak S wrote:You actually think you can design rules that will work for every group. That's nuts. If you're asking me for that: no, I can't do that and nobody can.
Dear god, this is practically a shadzarian position.
)
You're saying swordmasters are better off not using swords because it's so easy to make them drop their swords.
You're really bad at this "crunchy rules" stuff. First: making the other guy choose between losing a turn or else getting stabbed with your master swordery is a good trick. So you'd definitely want to start with a sword. Second: If you won initiative you'd be really glad you had it. Third: most fights in the game people call D&D aren't between 2 guys--the fight's much more chaotic and people have even more options than enumerated above, and spending a round disarming could be disastrous because it allows other party members to do something worse than stab you.

So that's all of that.
Last edited by Zak S on Sat Mar 22, 2014 2:27 am, edited 3 times in total.
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Post by wotmaniac »

Goddamn it -- I thought he was done. :sad:

Zak S wrote: Incorrect. If there were no rule, then the bonus would not be static with a specific expiration time for all requests.
What, specifically, is the expiration time? What, specifically, are your supposed static bonuses?
I'm also going to reiterate my previous questions, because I seriously want to know the answers:
It's still an arbitrary limit. How did you come to that #?
What happens if the PC is able to utilize the narrative of the particular situation to rationally and logically justify a larger bonus? Do you simply say "fuck you, because fuck you"? How much immersion are you willing to sacrifice to satisfy/protect your completely arbitrary bonus cap? How much mind caulk do you expect your players to accept?
These are all real questions. I'm genuinely curious.

NONE of that is an argument about the rule I wrote. If you want (in the theoretical imaginary published version of this rule) examples of what different kinds of people would consider a significant gift, that's a whole separate request.
Actually, it would be part of the base rule; because without something to use as a guide, you have no idea what the expected baseline is. And without any idea what the expected baseline is, you're pulling all sorts of trial-and-error bullshit. If you have a rule that involves rolling dice, or comparing #s, or anything of the sorts, then your rule MUST include what those #s are and what they mean. Otherwise, you don't have a rule.
Likewise, if your rule requires a bunch of subjectivity, then your rule MUST include actual real examples of what that kind of subjectivity should look like; otherwise, you don't have a rule.

So a GM making up 6 stats and a class and a race and associates for an NPC is normal, but a GM making up a 7th stat is somehow outside your ability to consider?
Jesus Titty-fucking Christ! Now your pulling shit like "invent a 7th attribute"?! WTF does that look like?
Remember, if this is going to be a goto tack-on, then it is now part of your rule ..... for which you have given no guidance.
you've essentially left the hard work of determining every such interaction up to the gamemaster to adjudicate on their own, with no reference or guide that GMs can maybe base their decisions on or PCs can expect to deal with.
If you haven't noticed: D&D also leaves building whole imaginary worlds with underground complexes in them to the GM and parsing through lists of monsters so long they constitute one of the literally longest Wikipedia articles and deciding which to use to the GM.

Saying my rule decides some but not all possible decisions the GM has to make is not a valid criticism since it applies to all rules.
:facepalm:
Scenery is not rules -- how you are able to interact with that scenery is. There's a big difference. Picking a monster out of the book is not rules -- how that monster is interacted with is. Again, big difference. Don't conflate the 2.

And like AH said, the process is important. It is the process that governs how the system, and the rules within it, is supposed to act.
Zak S wrote:If you call my rule names because it requires the GM to make up content (that is: it participates in the best part of RPGs): you have failed to make your point because you don't have a point.
Stop. It depends on what kind of content you're requiring the GM to make up (see above). Fluff requires no design space; a new rule needs to be mechanically sound -- not only within itself, but in the way it interacts with the rest of your chosen game system.

While the rest of the gaming world goes about with their sorta crap rules--happy with them for their crappy purposes--you here at The Gaming Den stress test them and bang on them and come up with Much Better Rules that work Better for Everyone.

But that isn't true. What you actually do is come up with rules that are going to be cumbersome for a lot of people because they're so long and nitpicky. The cost of using the Much Better Rule rule ends up being higher than the cost of making something up could ever be.

So if this were computer programming: hey, maybe you're rule would work. But when it hits actual people your tight rule is too cumbersome.
1) Find one single "new rule" on this board (that is largely agreed to be a good rule) that fits that description .... and be specific.
2) No one - not one single person here - has ever claimed to have a rule/system/whatever that is "better for everyone". That wouldn't happen, because "better" is subjective -- better than what?
Again, you're definitely gonna have to cite specifics on this one.

The only real criticism you have of my rule is "This won't work for every group" and that's true for all rules. you just are too dumb to know that.
No, the criticism is that it is mechanically unsound. And proven to be so.

Zak S wrote:I am not sure what dark desires caused you to inject jello into the scenario but, yeah, I find 2 people starting to duel and then being compelled to grapple is only the most pleasingly grotty and Warhammer Fantasy-ish outcome of many possible outcomes.

It is odd that this bothers you,
What bothers everyone is that, under your rules, anyone who is competent at math and game mechanics will realize that (because of the desire for personally optimal outcome) that scenario is the ONLY way a sword fight will end up. And that's boring as fuck.
Dude, trying to run an entire Blood War battlefield using DitV combat rules would produce more interesting results.
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Post by Ancient History »

Zak S wrote:If you call my rule names
I don't, actually. I haven't had to. First post in this thread I basically broke your rule down and showed its flaws, both in execution and in failing to meet the stated design requirements. Which is fine; you put on the spot to provide a difficult rule on time limit and the end result fell short. It happens. The fact that you chose to argue it and have been getting gradually beaten back to the point that you're trying to move away from the specific and objective merits of your rule to the more platonic realm of game design and play philosophy is just a bit of fun. I don't need to call you or your rule names, Zak. I won this debate before you showed up in the thread.
Zak S. wrote:But that isn't true. What you actually do is come up with rules that are going to be cumbersome for a lot of people because they're so long and nitpicky. The cost of using the Much Better Rule rule ends up being higher than the cost of making something up could ever be.
Have you looked at any of our rules? I can link you to some, if you'd like. Hell, I'll link you to some of mine. Ghost knows I like the traffic.
You further compound this mistake by thinking I'm going "This works for my group, therefore it works for all people" but which, curious you are.
You have argued quite extensively that because your rules work for your group, they work period. I've been rather at pains to point out that just because a rule works for your group doesn't necessarily mean it works for other groups, and I'm pretty sure you agreed with me on that one at some point. Do I need to go quote-mining again?
The only real criticism you have of my rule is "This won't work for every group" and that's true for all rules. you just are too dumb to know that.
Well, no. My very real criticism of your rule is that you do not specify anything about the magnitude of the bonus, or if a bonus may be stacked (though that is implied), or the limit of stacking the bonus, or what act constitutes a bonus of any given size, and with no objective limitation on applying the bonus, and that because of this the rule allows the potential for abuse in the game.
You actually think you can design rules that will work for every group. That's nuts. If you're asking me for that: no, I can't do that and nobody can.
Consider GURPS. If you had to state the goal of that system, it's summed up in the name: Generic Universal Roleplaying System. GURPS tries to be all things to all people, so you can take GURPS Fantasy and GURPS Cyberpunk and GURPS Viking and build a game where rune-scarred Norsemen fight their way through a fortress of cybernetic trolls to recover the Rune-Key that will unlock the digital Valhalla.

So of course GURPS fails. The rules do not all play well together. The system is not embraced by all people. Four editions in, and GURPS is not the perfect shining unquestionable example of an RPG that works for all groups in all settings in all games at all times.

But hey, they tried. The people at Steve Jackson Games have over the years, through trial and error and playtesting and much thought put together a fairly robust system, refining some of the rough edges, trying new things. Not perfect, but demonstrably better than what they started out with. What else is there to work for, but to do the best that we can and, maybe when we realize we've made a mistake to go back and fix it? We may never reach the perfect system, and it's probably impossible to make a perfect system. But hey, we can make a pretty good system, and if we keep at it maybe we can make it better.
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Post by Zak S »

wotmaniac wrote:
Zak S wrote: Incorrect. If there were no rule, then the bonus would not be static with a specific expiration time for all requests.
What, specifically, is the expiration time? What, specifically, are your supposed static bonuses?
You pick them by GMing.


Like: you saved the town! +5 to dealing with the mayor for 1 year.
What happens if the PC is able to utilize the narrative of the particular situation to rationally and logically justify a larger bonus? Do you simply say "fuck you, because fuck you"?
Of course not: you talk for20 seconds until you agree. Asking my rule to work assuming players and GMs who can't agree on the rules without fighting for a long tie is like asking my rule to assume dice that are poisoned and minatures that come to life on the table and try to chop your fingers off.
How much immersion are you willing to sacrifice to satisfy/protect your completely arbitrary bonus cap? How much mind caulk do you expect your players to accept?
I don't know what this means. You go "+10" and then move on with your life--I don't see and "immersion problems" or "caulk" here.
NONE of that is an argument about the rule I wrote. If you want (in the theoretical imaginary published version of this rule) examples of what different kinds of people would consider a significant gift, that's a whole separate request.
Actually, it would be part of the base rule; because without something to use as a guide, you have no idea what the expected baseline is. And without any idea what the expected baseline is, you're pulling all sorts of trial-and-error bullshit.
It's breathtakingly simple: +1 for one round is smallest act the NPC would consider significant + The Max In Your System for 1000 years is the largest thing you could do (save their lives and that of all their friends and also look like a good be to be helpful it he future). The middle is the middle. For a complete guide: pay me to write some rules.

The "climb" rule isn't broken just because I don't go "Ok, slippery concrete is -1, a typical cave wall is -3" etc etc

If you have a rule that involves rolling dice, or comparing #s, or anything of the sorts, then your rule MUST include what those #s are and what they mean. Otherwise, you don't have a rule.


I just explained what they were. I am sorry I imagined an audience smarter than you. Will try to be more careful next time.

So a GM making up 6 stats and a class and a race and associates for an NPC is normal, but a GM making up a 7th stat is somehow outside your ability to consider?

Jesus Titty-fucking Christ! Now your pulling shit like "invent a 7th attribute"?! WTF does that look like?


"Dave is quartermaster and has a +5 for 2 years obligation bonus to requests made to Nellie".

Saying my rule decides some but not all possible decisions the GM has to make is not a valid criticism since it applies to all rules.

:facepalm:
Scenery is not rules -- how you are able to interact with that scenery is. There's a big difference. Picking a monster out of the book is not rules -- how that monster is interacted with is.


It's not actually very different: both the scenario and rules require that the GM decide how hard rolls will be and when to call for them. You've gotta just be pretending you don't know this.

The GM can totally screw the players (or make the game brutally boring) simply by designing the scenario wrong (set a DC wrong then make it essential, for example). We expect them to display judgment in all things.


It depends on what kind of content you're requiring the GM to make up (see above). Fluff requires no design space; a new rule needs to be mechanically sound -- not only within itself, but in the way it interacts with the rest of your chosen game system.


There'f no such thing as "fluff" in an RPG (only in wargames). A spell or item could destroy anything blue. Suddenly what you thought was fluff ("the wall is blue") is now crunch. Any argument resting on this distinction is pointless.

1) Find one single "new rule" on this board (that is largely agreed to be a good rule) that fits that description .... and be specific.


I'm not a masochist, and like I said: that was guess as to your thought process, not a certain claim. YOU however, are making claims to certainty: If you want to say my rule does not fit all groups yet some rule somewhere does it is up to you to find that rule. Good hunting.

2) No one - not one single person here - has ever claimed to have a rule/system/whatever that is "better for everyone".


Ok, then what is the criteria for a "good rule" if it isn't (what my rule does and is doing) work for the entire target audience it was designed for.

No, the criticism is that it is mechanically unsound. And proven to be so.


Hi vagueness. Each time you try to "prove" something it turns out to be you made something up or propose a good outcome is actually disastrous. Poor lamb.

What bothers everyone is that, under your rules, anyone who is competent at math and game mechanics will realize that (because of the desire for personally optimal outcome) that scenario is the ONLY way a sword fight will end up.


I'm sorry, you're incredibly stupid, let's re-post the thing you forgot:

Let's run through it, so we can measure all you forgot (we'll assume 1 attack per round for convenience, thought that's not always gonna be true):

Initiative. Student wins. Student disarms master. (Now: run a half move or not? Important decision: if the student takes the half move they force the master to move but if they don't then they could kick the master's weapon away next round--or pick it up… Student stays.)

Master can:
-Disarm student
-Hit the student for damage
-Grapple then, if lucky the first round, choke
-Try to knock the student over (student wastes the next turn getting up)
-Throw sand in the student's face or otherwise use the environment--(ever watch The Duellists? Trees and cover.)

…and some of these are better ideas for the master than if the student had the, because he has a better attack bonus than the student. And plus the master has to factor in that next round's initiative is 50-50 (how we do it) so he needs to account for that…

The only thing the student (when disarming) can be sure of is that s/he didn't take that opportunity to lower that mountain of hit points s/he's fighting. Was that a good idea? Depends on a lot of things that are different every fight. And fights should depend on a lot of things that are different every fight.


So: address those points.
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Post by Zak S »

Ancient History wrote:
Zak S wrote:If you call my rule names
I don't, actually. I haven't had to. First post in this thread I basically broke your rule down and showed its flaws,
Uh--huge question here:

Why is it that you're ignoring the fact that the "flaws" you pointed out all turned out to be wrong and not there. Like:
"The issue of incremental bonuses adding up to a larger bonus is, likewise, not directly addressed...but it is implied to occur, because 2 apples gets you twice the bonus as 1 apple. So either that's another failure to address the design criteria (if you think apple-stacking is not implied), or a straight violation of it (if you think apple-stacking is implied). Reading could go either way. "

You mangled the remit. It was:

"you cannot accrue large amounts of incremental small pieces of currency like a gift of an apple a day and then cash them in for a kingdom."

You forget out the problem I was instructed to solve was not that you couldn't accrue merely incremental but small and incremental gifts. Also the remit was you couldn't use them to trade in for large rewards (like kingdoms) not that you couldn't trade them in for any reward (like a bonus to a charisma check).

You missed it: only currencies whose continued supply that might be threatened by refusing a given request are considered. and the baseline of these bonuses would only include the differences between bonuses of competing factions and interests.

So you can only stack apples with someone (like a horse) who sees apples as not small incremental but significant currency. Thus fitting my remit:

Quote:
However at the same time it is important that you cannot accrue large amounts of incremental small pieces of currency like a gift of an apple a day and then cash them in for a kingdom.


Because:
1. Horses don't have kingdoms to give (nor does anyone who'd regard an apple as a significant gift).

2. To the horse, the apple may not even count as a "small" piece of currency. It might be large if there were no other source of apples. (Which is part of training an animal--you get bonuses to charisma with them by providing gifts which are small to you but large to them and in exchange they give you…totally not a kingdom)

So, no, you can't trade an apple a day for a kingdom.
Like are you so essentially dishonest that you think nobody noticed?
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Post by Ancient History »

I have answered your issues, all of them, in detail. None of them have been determined to be "wrong" except by yourself, and even you gave up on trying to rebut my rebuttals, continually trying to shift to different topics.
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Post by Zak S »

Ancient History wrote: You have argued quite extensively that because your rules work for your group, they work period.
Yes, they do: for my group. That's what that means. Like when I say "this shirt I'm wearing fits" I don't mean "It fits some dipshit I never met"

How dumb are you?
I've been rather at pains to point out that just because a rule works for your group doesn't necessarily mean it works for other groups, and I'm pretty sure you agreed with me on that one at some point. Do I need to go quote-mining again?
I said that on the first page of the first argument:
-the players can appeal--and, in my local case--this never results in arguments or fights . If discussion of new rules does result in fights at your table, then maybe you need a heavier ruleset.
http://www.tgdmb.com/viewtopic.php?t=54 ... sc&start=0

I asked you several times in the last thread why you kept pretending I didn't say that and you never answered I repeat: you never answered. I repeat: you never answered.

I repeat: you never answered. I repeat: you never answered.

Why didn't you ever answer it? Why do you keep doing that? Are you going to answer now? Are you going to pretend that question was never asked?

Before I go any further I REALLY REALLY need to know if you are rational enough to take in stimuli when it is received. Answer the question.
Last edited by Zak S on Sat Mar 22, 2014 2:56 am, edited 1 time in total.
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Post by Foxwarrior »

If someone took advantage of your disarming rule to use a couple of minions to disarm all the enemies constantly, and it proved, in play, to be somewhat more tedious and stupid than you currently believe, Zak, would you make a new ruling about it?
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Post by Zak S »

Foxwarrior wrote:If someone took advantage of your disarming rule to use a couple of minions to disarm all the enemies constantly, and it proved, in play, to be somewhat more tedious and stupid than you currently believe, Zak, would you make a new ruling about it?
The group as a whole would review it and we just might. But then other groups who use the rule might run their whole campaign and never need to change it and it would lead to fascinating situations. So for us it was a tedious, stupid rule and for them it wasn't and it's good we're using different rules.
Last edited by Zak S on Sat Mar 22, 2014 3:08 am, edited 2 times in total.
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Post by Zak S »

Even if you don't think it's wrong you still have to address the hole in your argument I pointed out.
Ancient History wrote: You have argued quite extensively that because your rules work for your group, they work period.
Yes, they do: for my group. That's what that means. Like when I say "this shirt I'm wearing fits" I don't mean "It fits some dipshit I never met"

How dumb are you?
I've been rather at pains to point out that just because a rule works for your group doesn't necessarily mean it works for other groups, and I'm pretty sure you agreed with me on that one at some point. Do I need to go quote-mining again?
I said that on the first page of the first argument:
-the players can appeal--and, in my local case--this never results in arguments or fights . If discussion of new rules does result in fights at your table, then maybe you need a heavier ruleset.
http://www.tgdmb.com/viewtopic.php?t=54 ... sc&start=0

I asked you several times in the last thread why you kept pretending I didn't say that and you never answered I repeat: you never answered. I repeat: you never answered.

I repeat: you never answered. I repeat: you never answered.

Why didn't you ever answer it? Why do you keep doing that? Are you going to answer now? Are you going to pretend that question was never asked?

Before I go any further I REALLY REALLY need to know if you are rational enough to take in stimuli when it is received. Answer the question.
Last edited by Zak S on Sat Mar 22, 2014 3:11 am, edited 1 time in total.
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Post by Ancient History »

Zak S wrote: I asked you several times in the last thread why you kept pretending I didn't say that and you never answered I repeat: you never answered. I repeat: you never answered.

I repeat: you never answered. I repeat: you never answered.

Why didn't you ever answer it? Why do you keep doing that? Are you going to answer now? Are you going to pretend that question was never asked?
I'm not sure what question you're referring to so...yeah, I have no idea what you're on about. Or why you think that it has anything to do with the price of eggs in China. We don't care about how you handle things in your group, Zak. Never did. We've told you that many times. What you do there has no bearing on the fact that your rule sucks.
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Post by Zak S »

Ancient History wrote:
Zak S wrote: I asked you several times in the last thread why you kept pretending I didn't say that and you never answered I repeat: you never answered. I repeat: you never answered.

I repeat: you never answered. I repeat: you never answered.

Why didn't you ever answer it? Why do you keep doing that? Are you going to answer now? Are you going to pretend that question was never asked?
I'm not sure what question you're referring to so...yeah, I have no idea what you're on about. Or why you think that it has anything to do with the price of eggs in China. We don't care about how you handle things in your group, Zak. Never did. We've told you that many times. What you do there has no bearing on the fact that your rule sucks.
So you're dodging the question? Let's simplify things. If you ask me a question, I'll answer it.

If I ask you a question, will you answer it or will you dodge it?
Last edited by Zak S on Sat Mar 22, 2014 3:13 am, edited 1 time in total.
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Post by wotmaniac »

John Edward ain't got shit on this guy.

Whatever, jagoff.
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Post by Ancient History »

Zak S wrote:
So you're dodging the question? Let's simplify things. If you ask me a question, I'll answer it.

If I ask you a question, will you answer it or will you dodge it?
I've always striven to answer your questions; you're the one that always tries to change the subject. Ask, and I will do my best to give satisfaction.
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Post by wotmaniac »

Ancient History wrote:I've always striven to answer your questions; you're the one that always tries to change the subject. Ask, and I will do my best to give satisfaction.
Don't take this personal, or the wrong way, AH; but you're a sucker of the highest order. Either that, or the most masochistic SOB I've ever seen.
My heart weeps for your soul.
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Post by Zak S »

Ancient History wrote:
Zak S wrote:
So you're dodging the question? Let's simplify things. If you ask me a question, I'll answer it.

If I ask you a question, will you answer it or will you dodge it?
I've always striven to answer your questions; you're the one that always tries to change the subject. Ask, and I will do my best to give satisfaction.
1. I have repeatedly said I know that my group is not representative of all groups and requires different rules than other groups (like all groups do). Do you believe me when I say that or do you think I am lying and need proof?

2. If you think I am lying and need proof, if I provide that proof it will you acknowledge it or will you simply pretend it wasn't provided and change the subject?

3. Is your standard for my rule:
It must work for my group?
It must work for all groups?
It must work for most groups? (untestable)
It must work for PhoneLobsters group?
Something else?

(more questions if these are answered)
Last edited by Zak S on Sat Mar 22, 2014 3:22 am, edited 1 time in total.
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