System Mastery
I’ve come to believe that a roleplaying game that codifies too many of its rules actually limits the creativity of players and GMs. I’m not commenting on the idea of complicated vs simple rules. 3E or Pathfinder aren’t necessarily any simpler than AD&D, which is full of elaborate and sometimes clunky rules systems. What I’m talking about here is the deliberate codifying of game design and character design into the rules in a way that’s meant to reward so-called hardcore players.
In 3E, this kind of rule takes place mostly
off-stage (i.e. outside of the actual play experience). You don’t
select feats during game play, you take them between sessions. Once
the game begins you’re stuck with what you’ve got. It’s during
your down time that you plan out your character’s next level,
decide the best multiclassing route, figure out how to gain the most
synergy bonuses to your skills, etc. The GM, on the other hand, has
ready-made rules to help guide his creative process. An experienced
GM doesn’t just create an evil order of assassins to hunt the PCs.
He designs a specific prestige class to emulate all of the assassins’
abilities. A GM inspired by a cool combat scene from a popular movie
must develop new feats if he wants his characters to emulate the
actor’s stunts. The problem with the above is that it doesn’t
just reward a deep knowledge of the rules, it requires it.
Take monster design for example. In 3E
and Pathfinder there are entire subsections on building monsters the
“proper way.” Note that this has little to do with helping the GM
make sure the creature is fun or easy to use or whatever. No, most of
it is there to make sure that all of the world’s plants or
goblinoids have the same amount of skill points as other plant or
goblinoid monsters. The premise is game balance, but I’ve become
increasingly convinced that most of these specific formulas for
proper hit dice or number of feats are just arbitrary. 3E includes a
number of monsters that have a natural armor bonus that is actually
“wrong” according to the monster design guidelines. A quick look
at the AD&D Monstrous Manual shows where these numbers came
from; they exist to adjust the given monster’s AC so that
it’s the same as it was in 2E. In other words, there are several
pages of rules that allow you to achieve similar results to those you
could have gotten by looking at an existing monster and then just
making stuff up. Similar results, way more time and effort invested.
What did players do before all this
“system mastery” stuff was written into the rules? Did they get a
less fulfilling play experience? Do older versions of D&D offer
less reward for players because they weren’t deliberately designed
to account for “mastery”? I believe that the answer is no. The
desire to tweak D&D with houserules and homebrewed campaigns has
always been a part of D&D. In fact, one could argue that the
original version of the game required house rules in order to even be
playable. Instead of spending their time out of game trying to build
their characters, players were forced to accomplish the same things
through play. It is one thing to take a prestige class called “Dread
Pirate.” It’s another thing entirely to steal a pirate ship and
begin raiding the king’s treasure ships as they head for port. I
understand the desire to give a character a bonus to sailing if he
does either of the above, but I think that most of these kind of
rules could be handled by the GM and some simple roleplay. Isn’t
being a feared pirate in the campaign a reward in itself? Do you
really need a special class all your own as well?
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