I recommend this video to look more into OSR philosophy regarding the rules: https://www.youtube.com/live/bCxZ3TivVUM?si=aZ-y2U_AVjn9a6Ua

-4 points

It’s true; 5E and most versions of D&D are just too heavy and get in the way of actually having fun.

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2 points

I think it says something that out of old editions B/X is still so well-regarded among old-school fans for being simpler than AD&D. Sadly when I ran it for my players they found it too counter-intuitive. I consider it a personal failiure as a gm to properly represent the system, even though they assure me it was not my fault.

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1 point

Yeah I wouldn’t worry about it too honestly; it’s very tough to get into OSR style games without having watched a session, played a game, or read a few OSR-y Internet thought pieces. Much of how it’s done is cultural and not presented in the books. That is one of the things that later editions of D&D are better at.

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19 points

Depends on the game the group likes. More narrative driven game it can conflict and have issues

However, there is something nice about knowing a balanced way to do x or y across the board and at different tables.

A good gm should be able to make a note of something or make a quick call especially in pf2e case were generic difficulty dc per level is given

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-8 points

However, there is something nice about knowing a balanced way to do x or y across the board and at different tables.

I don’t agree with this argument. Balancing is the job of the GM. Unless the GM acts as a glorified screenreader who only reads a pre-made adventure to the players with no influence what happens. But if the GM decides what monsters you run into, the GM has more influence over the balancing than the game framework. So why not lean into it fully and make the GM responsible for the whole balancing?

I mean, pen&paper RPGs aren’t a players vs GM game, but instead the GM plays together with the players to create an interesting experience where everyone has fun. No need for the framework to do balancing, because a good GM will do that.

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8 points
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Balancing is the job of the GM.

And some systems make that job easier for the GM than other systems. Winning all the time without challenge is boring. Getting TPKd every other session does not feel good. A good GM should hit somewhere in-between. So you either have a system that helps you do that or you really need to have a lot of experience.

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7 points

Yes, the GM balances - they decide what type and how hard the encounters will be. But after that decision is made, it’s the job of the system to provide the GM with tools to build that encounter and help me balance things: How much skeletons provide the difficulty I want? Is a lich too much? Red dragon or white dragon?

In 5e, you don’t have the proper tools imo - the challenge rating is next to useless. In PF2, you have something akin to point buy for encounters - and if it says the encounter will be “moderate threat” - then you can trust that in 99% of the cases.

But at the end of the day, as a GM, if I want to provide my players with a hard, but fair fight, I don’t want to have to guess what will work and what won’t. Yes, with a lot of experience I will have an idea of that, but why would I pay for a system that just offloads the hard part of their game design to me? Good encounter-building tools don’t get in the way of your creativity.

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5 points
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5e has also undermined experience by constantly introducing powercreep. So even after years of running, 5e is frustrating to run.

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11 points

While GM decides what monsters to throw into players, they still need to know what they could use without it being either underwhelming or overwhelming. You dismiss this simply by saying: “just be a good DM”.

  • New DM’s will want guidelines to start from.
  • If combat is important having written rules help to use consistent ruling on same situation in different instances.
  • Story focused DM might reduce amount of effort needed to plan combat, since there is no need to build it from scratch.

Disadvantage of having to look up rules then you don’t remember them could be mitigated by just saying: Look guys, I don’t remember ruling now, so not to break the flow, I will rule it this way, and look it up later.

So while for most players rule heavy systems are less accessible, they are actually more accessible for many DMs, and since mastering have much higher barrier of entry, such systems at least should not be dismissed outright.

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18 points

So why not lean into it fully and make the GM responsible for the whole balancing?

Because having things balanced properly in regard to the myriad options that are possible in people imaginations is hard, especially related to combat. Improper balacing leads to people having a bad time, while having an established, fair ruleset lets the DM and the players focus on other things.

No need for the framework to do balancing, because a good GM will do that.

But at this point why even have rules? A “good GM” can just entirely improvise a system.

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1 point

But at this point why even have rules? A “good GM” can just entirely improvise a system. On the other hand,. if you’re the slave to rules, are you even still the GM or just a refferee? It’s a sliding scale people fall on, honestly. 5e tried to have it cake and eat it too, insert itself in the middle. You could argue it succeeded, but that makes people naturally drift away from it in either direction. I just think we tend to forget the scale goes both ways and there are more options than Pathfinder with rules for everything.

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2 points

The framework helps the GM be able to do so, its another tool.

I mainly say that in such a way that if a character is thought to be a pusher the player would know that to push I have to be this close and cant push something thats x times bigger (or some other thing). A GM can (and should) adjust and change things if it would make it more fun for the table but the framework helps understand the world better. for some parts the GM is not directing but explaining what happened.

I push the rock off the edge of the cliff, bar something else, it should fall. The GM at that point is giving the results of that action, what is the result? the GM could simply say that it fell and hurt someone it landed on nearly killing them. the issue comes when the same situation comes up and the GM does something different because they think it should do differently (a different GM more then likely ) this breaks flow if things are different. (assuming all things are the same in both situations for simplicity of course). The Frame work put that a rock fall would deal X amount for how far it fell and the players would have the knowledge (while it would be slightly meta, it would be a “world” known if the rock would deal less damage then the pointy sword XP )

That’s what I meant by balance across areas, expectations are known on what some cause and effects are. Frameworks are great ways to help guide things through HOWEVER, a giving framework/gamesystem is not perfect nor a fit all for all game types and tables. A Group also shouldn’t need to “go into the weeds” constantly (or at all during a session), something made on the fly or close enough is good to keep things moving.

I mean, pen&paper RPGs aren’t a players vs GM game, but instead the GM plays together with the players to create an interesting experience where everyone has fun.

Full Agree, but the next part is that the Framework helps the GM do the balancing

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3 points

So why not lean into it fully and make the GM responsible for the whole balancing

Because they should have fun too? Having to rule and improvise everything makes for a harder job for them, needing to keep track of everything to make it consistent, and it’s also bad for players too, since they don’t really know what to expect.

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1 point

But if you have the tools that tell you how to make differently balanced encounters, it makes the job of balancing the game waaaay easier.

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-12 points

Keep balance for computer games. If I’m playing an RPG I want to be able to do crazy things if I plan and execute it properly. And rules for stumble attacks of opportunity for holy clerics of the sun just get in the way of the good stuff.

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-6 points

This is entirely correct. Balance does not matter in most games, because most games have resources that are depleted over a long term. You don’t need balance when healing takes weeks or difficult to replace resources.

For games like 5e and pf2, where characters constantly are at full health, spells and equipment, combat needs to almost kill the party every time to be worth rolling dice.

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1 point

Yes; or be an incredibly long boring slog because it needs to divorce the party from so many resources.

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7 points

5e is already too simple, playing anything simpler makes me want to vomit.

Plus, OSR games are generally made by the most absolute vicious racists and general bigots imaginable. Genuinely awful in every way possible.

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12 points
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Can you link me some sources on the racism/bigotry? Genuinely curious, didn’t realize this was the case.

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0 points

He’s likely referring to the New TSR, which did make a pretty racist race section for a game. But they already are basically dead as a company, if not actually bankrupt.

The only other scandals would be WotC getting sued for labelling Adnd stuff as racist, when WotC made at least 2 books with racist art in the 2020s. Or the Zac S lawsuit, where a pornstar OSR creator was accused of stuff then won the lawsuit so easily he looks like the nice guy in porn. Reggie (LotFP) is also weird, but not the average creator. He’s basically just an eccentric artist.

The OSR is way less bigotted than WotC. Hell Shadowdark was made by a lesbian and she is very well regarded even by people critical of SD as a system.

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3 points

Oh wow, a Zak S apologist. Die.

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3 points

OSR has a vocal minority or reacitonaries giving it bad name. But even among perpetually online, they’re a minority. Facebook had two OSR fan groups - one for reactionaries (it’s now deleted) and other being very welcoming and progressive. The latter had ten times as many members.

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0 points

I enjoy The Black Hack and Old School Essentials. You’re not saying they’re racist right?

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0 points

I once again recommend the video, as it adresses both your points.

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12 points

Meh, don’t play it, then. Why turn everything into a competiton?

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1 point

Because edition system wars are fun?

(in moderation)

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21 points

5e is pretty light though, and in most cases too light so the DM has no idea what to do and has to resort to “Rulings”.

PF2e on the otherhand is crunchy AF and its awesome like that. It doesn´t have extra rules for everything, its all based on the same framework, which is pretty awesome.

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-6 points

PF2 is certainly easier to run. But tell me when it becomes a RPG, it’s basically a video game system ported to tabletop. Everything is about the builds, not the characters.

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7 points

The builds are an expression of character development tho.

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-6 points

Character development as characterization or character development as shonen protagonist?

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5 points

What would it take to make it a RPG? Some characters are flawed in certain things while excel at others. But what you want your character to be, its in your hands due to how you build your character. That´s part of your character, same goes to the backstory you may have developed and inform your build.

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-9 points

Well they could stop gamifying RP and exploration so players actually get into character instead of just rolling dice. But that’s a pretty fundamental shift, so they won’t do it.

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2 points

But tell me when it becomes a RPG, it’s basically a video game system ported to tabletop

Uh… tabletop came before videogames…

Anyway, no. An RPG is a Role Playing Game, it’s a game where you take the role of someone, either created by you or given by the game (be it a videogame or not), and you experience the things that happens to that character.

Saying that TTRPGs are video games ported to TT is like saying that Lord of the Rings is a story written within the DnD lore. It’s completely wrong.

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-2 points

Why is everyone here so bad at reading? I specifically am calling out PF2 for being designed as if it was a video game. I am saying Paizo doesn’t understand the medium of RPGs, because they don’t.

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1 point

You see, OSR fans would argue both 5e and Pathfinder have broken core rules engine because if it was well designed, you could apply it to all situations and wouldn’t need separate rules for every minutia. By these standards 5e is crunch heavy with unnecessary things like “how to hold your breath”

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2 points

But that’s valid criticism. Rules have to justify their existence

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2 points

At that point, you lose a lot of verisimilitude, and that’s pretty important to me.

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