| Wheldrake |
| 1 person marked this as a favorite. |
Whatever you think about this question, Pathfinder is evidently *not* a "rules light" system. Personally, I like the fact that the PF rules try to codify nearly any situation that may arise during a gaming session.
"Rules Light" systems seem to devolve into DM fiat, all too often.
| the nerve-eater of Zur-en-Aarh |
Whatever you think about this question, Pathfinder is evidently *not* a "rules light" system.
That depends on the standard you are using; I think it would be compared to strict-RAW AD&D or Harnmaster.
"Rules Light" systems seem to devolve into DM fiat, all too often.
One person's "devolve" is another person's "ascend to". As with SlimGauge, I too would make that choice depending on genre and tone, but the choices of system, genre and tone all three very much depend on whom I am playing with/DMing for, what their preferences are and how well I know them. (There are DMs I would trust to fiat almost anything in the most interesting way possible for the story.)
Given a compatible set of players, the style I enjoy DMing most is very rules light and very dice light; what I like most from Pathfinder is classes where the mechanics distill down into some rather nice consistent character concepts that feel genuinely distinct from the classic D&D standards, as well as supporting those standards well.
DM_aka_Dudemeister
|
As with many people above I come down to: It Depends.
The reason I like Pathfinder and why I've stuck with it so long is that having comprehensive, consistent rules give players the feeling of reliable physics. There is an answer to almost any question they ask and because of that they aren't beholden to the whims of a GM.
If they climb a wall, they know the rule (Make a skill check), they know the DC (it's listed under the rules of the skill), they know what they can do to improve their odds (buy a grappling hook, and a knotted rope, or a potion of spider climb), with the DC low enough they can not fail by 5 or more they can then take 10.
Under a rules-lite system the difficulty to climb a wall might just be determined by the GM's decision that this time there needs to be more drama or tension in the scene. If you have an experienced GM you can trust, that's not a problem. But if you don't, the world can feel inconsistent, breaking immersion and for many they feel unrewarded for system mastery.
On the other hand, when I have a story that doesn't fit into Pathfinder's superheroic fantasy tropes, with common magic items and vast plethora of options I don't want to learn a system as robust to do something different. Starfinder has been a good compromise for Sci-Fantasy, because it's close enough that I don't have to relearn the physics of the universe.
Last year I ran Cypher System, and that was a lot of fun because of the consistency of the rules on the player side, but as a GM you flail a little because you're judging difficulties from 0-10 based on what a "normal" person can do. But that's such a useless measure as to be near meaningless. Since "normal" isn't a thing that exists. Instead I used the real measure which is: "What percentage chance do you want the player's to succeed at the thing they're trying?"
I'm an experienced GM so that's not a huge deal, but for an inexperienced GM? That can lead to wildly varying difficulties for very similar kinds of checks.
| Kirth Gersen |
| 1 person marked this as a favorite. |
I like a more rules-heavy system, but in the case of PF, I sure wish those rules were more standardized. 3.0's reliance on d20 + modifiers vs. DC was a huge step forward, but I'd like to see "Abilities ABC cost EFG under circumstances HIJ" and then you could build your own classes, monsters, magic items, and spells within those rules, and have them be more comprehensive and more consistent. And, yes, I know GURPS purports to do that, but it does so poorly by current standards, and spreads itself too thin across genres.
DM_aka_Dudemeister
|
I like a more rules-heavy system, but in the case of PF, I sure wish those rules were more standardized. 3.0's reliance on d20 + modifiers vs. DC was a huge step forward, but I'd like to see "Abilities ABC cost EFG under circumstances HIJ" and then you could build your own classes, monsters, magic items, and spells within those rules, and have them be more comprehensive and more consistent.
That's why I really love the Resolve system in Starfinder.
| Mudfoot |
I prefer rules heavy for the mechanics of the game, but I strip out a lot of the options (classes, archetypes, etc) to keep that more manageable.
This.
One mustn't conflate rules-heavy with rules-bloat. One allows the GM to adjudicate almost every situation. The other introduces a rule where none is necessary (eg Strike Back or adds layers of excess maths onto a simple mechanic (ie, attack isn't 1d20+BAB+Str, it's 1d20+BAB+Str+WpnFocus+WpnTraining+Bless+Luck+Flank+FromAbove-Shaken and so on) and loads of splatbooks.| Kaladin_Stormblessed |
Rules-heavy. Rules-light games to me just feel like they'd inevitably get... how to put it, almost politicky. The more it's defined in the rules what I can do and how...
- the less negotiation with the GM in the middle of gameplay, and so the less I feel awkward doing cool things. Jumping onto a flying dragon from the top of a cliff is cool, hypothetically. Holding the game up to ask "okay, this is what I want to do, can I do this and what do I roll" is anything but cool, I feel like a jerk doing that.
- the less questions over godmoding. Nearly no risk of "how much can I describe my character doing within the bounds of reasonableness". I could never stand freeform RP, largely because it felt like the only way to be safe was to have characters bungle everything but the easiest tasks.
- the less chance of favoritism. Less of the GM assuming paladins are going to be more likeable than rogues, or rogues more likeable than paladins, so one player's attempt to sweet-talk the merchant works better just based on a stereotype. And less chance of that flying dragon tackle being easier for the GM's roommate/sibling/SO, or hardest for that guy with the bad reputation because he isn't sure where the boundaries of reasonable are.
- the more informed I am. I may not know if my ranger can climb that cliff, but I can take a guess that a Climb DC would probably be 15-30, and assess if my +11 Climb mod is good enough to risk it. The GM's hiking experience or idea of what influences climbing skill doesn't come into it.
| Zhayne |
I prefer more comprehensive rules, but at the same time, no rules system can cover everything, so there has to be some winging it at any level.
Like Kaladin, I like to have some idea what the odds of success are before trying. Rules help keep everything consistent, and there's no (well, few) arguments about 'was action X really harder than action Y'.
I disagree, vehemently, with the idea some people have that rules-heavy games have less RP, or rules-light games have more. No system can make you RP, no system can prevent you from RPing. It's based solely on how the group conducts itself. I've seen World of Darkness games, supposedly the 'gold standard' in RPing, be nothing more than Monster Of The Week beatdowns.
| Zhayne |
I like a more rules-heavy system, but in the case of PF, I sure wish those rules were more standardized. 3.0's reliance on d20 + modifiers vs. DC was a huge step forward, but I'd like to see "Abilities ABC cost EFG under circumstances HIJ" and then you could build your own classes, monsters, magic items, and spells within those rules, and have them be more comprehensive and more consistent. And, yes, I know GURPS purports to do that, but it does so poorly by current standards, and spreads itself too thin across genres.
You want the HERO System.
| Artofregicide |
Well, obviously I'm a fan of Pathfinder, and appreciate both rule heavy and rule light systems (though to be honest, I don't think I'd ever invest in learning something as complicated as 3.5/PF again).
But what's interesting to me is how often even the rule heaviest games like PF actually end up in the realm of GM fiat, because players are creative, unpredictable, and often even crazy. Realistically I've found as a GM I've had to wing all kinds of scenarios because the rules are extensive, but can't cover every possible eventuality.
I suppose the term rules light is a bit of a misnomer (for instance, Blades in the Dark is about 300 pages long) but narrative focused games which specifically say what the GM and players can do in the narrative are actually less open to GM fiat. They're extremely specific on who controls what part of the narrative. In that way, they do a better job of regulating the game than a the traditional D20 games.
It's also really hard to get my non-hardcore gamer friends into PF. 5e has done a really good job of being streamlined and easy to understand, so that's what I run for them.
But... personally I can't deny the joys of building a complex character in PF, nor the thrill of system mastery when you're high level. Different strokes and all that.
| the nerve-eater of Zur-en-Aarh |
Rules-heavy. Rules-light games to me just feel like they'd inevitably get... how to put it, almost politicky. The more it's defined in the rules what I can do and how...
- the less negotiation with the GM in the middle of gameplay, and so the less I feel awkward doing cool things. Jumping onto a flying dragon from the top of a cliff is cool, hypothetically. Holding the game up to ask "okay, this is what I want to do, can I do this and what do I roll" is anything but cool, I feel like a jerk doing that.
As a player or a GM, that is one of the things I most enjoy about rules-light gaming; figuring out together what is reasonable and cool in the setting, with room for creativity on both sides.
As for what you describe as favouritism I think you are conflating a couple of different things. GMs making things easier for their close friends is a possible failure mode, though I think it is bad GMing, and IME it happens more often for GMs to slightly overcompensate for that. Assuming paladins are more likeable than rogues or vice versa just feels like lazy GMing, because it seems to me that any given well-defined NPC they is almost certain to have a preference between well-defined player characters after talking to them (which isn't to say they might not also have a prejudice about the classes in general, but then a party that lets the paladin do the talking to the local thieves' guild when they have a rogue available to do so is likely being tactically dumb, and the exceptional situations where they are not are ones a good GM will provide plenty of clues for in advance.)
"Within the bounds of reasonableness" is another thing for session 0, IMO; having everyone clear on what sort of tone you are aiming for and how cinematic you all want to be, raising specific examples and being clear everyone is in agreement on them, helps a lot with avoiding expectation mismatch mid-game.
| PossibleCabbage |
Doing one thing all the time isn't interesting. Some things are better with light rules, sometimes you'd rather play with meatier rules. Sometimes thing A is more appealing for whatever reason than Thing B, and sometimes it's the opposite. It's just a feel of the moment thing.
The one thing I'm surprised with is people here whose aversion to rules light systems because they feel like they need to ask permission to do things. My experience with rules light is quite the opposite; I've always played this under the assumption that you can attempt to do anything in these sorts of games, you just rely on the dice to allow you to succeed or fail. If players feel the need to ask permission rather than just taking initiative, that's one thing, but I would suggest taking the initiative in these sorts of things. Experience with improv helps here, I guess.
But for example, when playing "Roll for Shoes", I don't see how the GM's permission is needed for anything. In the spoiler are the complete rules for "Roll for Shoes"-
If the sum of your roll is higher than the opposing roll (either another player or the DM), the thing you wanted to happen, happens.
The number of the d6s you roll is determined by the level of skill you have.
At start, you have only one skill: Do anything 1.
If you roll all sixes on your roll, you can get new skill one level higher than the one you used for the action. The skill must be a subset of what happened to you in the action (Say, Athletics 2 if you were climbing a wall, or Teeth of Biting 2 if you were eating a cake).
For every roll you fail, you get 1 XP.
XP can be used to change a die into a 6 for advancement purposes but not for success purposes.
The actual problem I have with rules light systems is that it can be fairly different to create a tangible sense of meaningful progress long enough to sustain an ambitious story. You can do it, but it's often more work for the GM than doing the same thing with a crunchier system. It feels like organized play would be impossible for light-rules games, and a lot of people do actually like that sort of thing.
| the nerve-eater of Zur-en-Aarh |
The one thing I'm surprised with is people here whose aversion to rules light systems because they feel like they need to ask permission to do things. My experience with rules light is quite the opposite; I've always played this under the assumption that you can attempt to do anything in these sorts of games, you just rely on the dice to allow you to succeed or fail.
I wonder whether there may be some talking at cross-purposes going on here, then, because when I think rules-light, I also think dice-light, and the success or failure of outside-the-box thinking being largely about coming up with a solution that fits with the story and characters and setting and tone and convinces the players and GM; resorting to dice only to make decisions that need to be truly random, or when nobody can plausibly come up with a workable solution, and that happening overly much feels like the session is not going so well. It needs a different scale of implicit contract of trust between players and GM, in ways that people expressing a preference for having plenty of rules to clearly define what they can do are sounding to me like they're not necessarily comfortable with.
I am not particularly fond of Everway - particularly not the default setting - but the mechanic of "here are a pile of cool fantasy art cards, when you need a new event or a resolution draw one" can work very well in such a situation. All the more so when you ignore the text on the cards and just go with whatever inspires you from the image.
The actual problem I have with rules light systems is that it can be fairly different to create a tangible sense of meaningful progress long enough to sustain an ambitious story.
What sort of meaningful progress are you envisioning ? (I am guessing "different" is a typo for "difficult" there, yes?) Rules that are light on specific experience-type awards just shift the focus of progress more to the movement of the story, IME. And there are fairly rules-intensive systems that do not focus much on experience at all - GURPS plays pretty well that way.
| Wheldrake |
In the 70s, D&D wasn't yet a rules-heavy game. I wouldn't really say it was rules-light, but it wasn't far. There were still some tables that felt like you were seven and playing cowboys and Indians.
"Bang! Bang! You're dead!"
"No I'm not! You missed me!"
When I used the word "devolve", that's what I was talking about.
"Rules Light" systems seem to devolve into DM fiat, all too often.
The Dudemeister expressed the same idea here:
Under a rules-lite system the difficulty to climb a wall might just be determined by the GM's decision that this time there needs to be more drama or tension in the scene. If you have an experienced GM you can trust, that's not a problem. But if you don't, the world can feel inconsistent, breaking immersion and for many they feel unrewarded for system mastery.
It's this foolish inconsistency that can quickly become annoying. Sure, I'm ready to accept that some people like to have the results of their characters' actions determined on a spontaneous whim of the moment rather than quantifying their training and investment in being especially good at something or other. But that's not how I butter my bread.
Guess that makes me both a curmudgeon and a grognard.