this post was submitted on 05 Sep 2023
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[–] houselyrander@ttrpg.network 3 points 1 year ago

Time to whip out the Oberani Fallacy again.

Here, take a gander at this forum post from 2002.

This my my [sic] take on the issue.

Let's say Bob the board member makes the assertion: "There is an inconsistency/loophole/mechanics issue with Rule X."

Several correct replies can be given:

"I agree, there is an inconsistency/loophole/mechanics issue with Rule X." "I agree, and it is easily solvable by changing the following part of Rule X." "I disagree, you've merely misinterpreted part of Rule X. If you reread this part of Rule X, you will see there is no inconsistency/loophole/mechanics issue." Okay, I hope you're with me so far. There is, however, an incorrect reply:

"There is no inconsistency/loophole/mechanics issue with Rule X, because you can always Rule 0 the inconsistency/loophole/mechanics issue." Now, this incorrect reply does not in truth agree with or dispute the original statement in any way, shape, or form.

It actually contradicts itself--the first part of the statement says there is no problem, while the last part proposes a generic fix to the "non-problem."

It doesn't follow the rules of debate and discussion, and thus should never be used.

Simple enough

[–] Neato@kbin.social 1 points 1 year ago (1 children)

Complaining about the rules is the only way we as players can effect the change for future editions. Developers listen to communities.

Yes you can homebrew your own solutions and rule changes. But if it was that easy to just create new complex systems, we wouldn't need to pay people to do it. Changing core rules can really bork a game's balance and have huge knock-on effects that aren't foreseen without significant play testing. It's also really hard to know what rules need to be changed and to what without being a game developer.

You can also switch systems. For something like D&D 5e <-> PF2e that's not a huge learning curve. But to other systems or from other systems? It can be a LOT of work on the GM and players part to completely reset their game, learn a new system, buy books, etc. For a lot of tables this might kill a game.

In the end, we should be telling the game's creators what rules are bad and if we can, how we'd like them changed. And we should complain, Loudly, if they ignore a community's feedback or make changes that seem worse. Players don't always know what's best in game design, but they can at the very least tell developers what they don't like. And they should.

[–] Marchioness@ttrpg.network 1 points 1 year ago (1 children)

We WISH that WotC listened to their community.

[–] SolOrion@sh.itjust.works 1 points 1 year ago (1 children)

At the very least they used to, which is why there's such a flip between 4e and 5e.

[–] jjjalljs@ttrpg.network 0 points 1 year ago (1 children)

Though ironically there's a lot of stuff people complain about in 5e where the fixes they propose are basically 4e.

[–] lord_ryvan@ttrpg.network 1 points 1 year ago (1 children)
[–] jjjalljs@ttrpg.network 2 points 1 year ago (1 children)

People complain a short rest at one hour is too long. 4e had it at like 5 minutes.

People complain martials mostly just do their basic attack. 4e had every class have cool powers on the same recharge cadence. This also helped address the martial caster divide.

The other day I saw someone iteratively come up with "the attacker should always roll instead of confusingly sometimes the defender rolls. You could figure out like an AC for reflexes and fortitude and roll against that". Which is how I believe 4e worked.

It didn't have bounded accuracy, so changes to that tend to reinvent 4e, 3e, or Pathfinder.

That's off the top of my head. I'm sure there's more.

[–] lord_ryvan@ttrpg.network 1 points 1 year ago

That's a good point, and really loved how balanced the three defenses were in D&D 4E, as well!

[–] jjjalljs@ttrpg.network 1 points 1 year ago (1 children)

This topic is often a good example of how people are more emotional than reasonable.

Someone will complain about all the things they don't like about DND, but when presented with alternatives balk and stick to DND. The devil you know, the comfort of the familiar, whatever.

Which is fine, I guess. We all do that kind of thing. I'm just as emotional as anyone else.

[–] Marchioness@ttrpg.network 1 points 1 year ago (1 children)

Inertia is the world's most powerful force.

[–] Halfjack@reddthat.com 0 points 1 year ago (1 children)
[–] Marchioness@ttrpg.network 1 points 1 year ago

That depends on your frame of reference.

[–] Susaga@ttrpg.network 1 points 1 year ago

"I know. But I would much prefer if I didn't have to change the rules. Unfortunately, I do, because they stink."

[–] Dee@lemmings.world 1 points 1 year ago

I don't remember the last time I've ran a game RAW. There's always a tweak or two that's useful to customize things for each table.

[–] totallymojo@ttrpg.network 1 points 1 year ago

There is a point where you go "Why did I pay for a book and then just change all the rules? Should just have made my own game."

[–] Kolanaki@yiffit.net -1 points 1 year ago

I don't want to change them. I want to smell the stinkiness. 😤