As said before, the proponents of this say that we need complex rules to simulate combat, but the rest can be freeformy, improvisational.
What I would like is more rules that simulate other aspects of the character than just his combat ability. Why is this? Because, if I have a character with a certain background or fluff, I want this fluff to have a mechanical effect. I want the game to support my persona, my character from multiple angles.
This can mean a lot of things, all from the Journal-based character sheet in Castle Falkenstein to the insanity-rules in World of Darkness. Another example that I still remember fondly is the Campaign Ratings in Golden Heroes.
I think what I'm trying to say is the following: While some people say that the only areas that need real rules are combat, I believe that there are areas outside of combat that benefits from having some kind of framework of rules, methods or guidelines.
Examples of what I mean (with that I don't say that all these have to be in DnD4):
- An interesting flora of skills and abilities that are not just combat oriented
- The Virtue/Vice-system and it's effect on willpower in World of Darkness
- The long-term rules from Ars Magica, including magical research and keeping up your village
- The exploratory magic in Mage: the Awakening
- The company rules in Reign
- The rules for Karma, Popularity and Resources in Marvel Super Heroes Adventure Game
- The generic rules for all kinds of conflict in Heroquest
2 comments:
I really am liking the social combat rules in Exalted (yes, I know other systems do things simular, but I've never used them let alone play them). I've only used them as a GM mind you, but I find they come in really handy for NPCs. I don't have to figure out if this specific argument is persuasive enough to convince the character, instead I just figure out what's important to the character, and let the dice go from there for the most part. I also find it useful to not have to come up with a persuasive argument myself, especially when the PCs are interacting with a lot of NPCs in ways I wasn't expecting.
Yeah, I've heard about them, but I haven't tried them myself. As you said, it can be useful to not have to come up with good arguments all the time. I mean, the success of your fighter isn't determined by how good the player is at fighting. This way, a player that isn't that eloquent can play a character that is persuasive, charming and well spoken.
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