tag:blogger.com,1999:blog-4370268061829710124.post3928902537226914019..comments2024-03-06T03:36:43.359-06:00Comments on Robert Fisher: Thinking out loud (3.0): How to make rulings in RPGsRoberthttp://www.blogger.com/profile/16733274876782876659noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-4370268061829710124.post-13404401540131150612018-01-04T00:54:04.880-06:002018-01-04T00:54:04.880-06:00I'm not sure rulings are better than rules. Th...I'm not sure rulings are better than rules. This is a game, and rules are important lest players think the referee is being arbitrary. In my experience, though I don't follow all the rules blindly and most of the times try to figure out why a designer made a rule instead of another, I have found a solid rules system, but one that is light and consistent in itself (most rolls are similar, i.e. RuneQuest and Lamentations of the Flame Princess), allows the GM to concentrate in creating the world and characters the players will explore.<br /><br />Rulings that are consistent with the system as written, make the game better. For instance, if in LotFP one player is Legolas and the other is Merry, and they have a dancing duel, both should roll 1d6 without DEX added to the roll. Legolas has better DEX, but Merry knows how to dance. Legolas has a 1 in 6 chance to succeed, Merry has a 5 in 6 chance to succeed. If both succeed, they roll again. It's almost impossible for Legolas to win, even if all his stats are higher that Merry's. In LotFP, almost every roll is done in 1d6.Jorge Jaramillo Villarruelhttps://www.blogger.com/profile/09173856214194315781noreply@blogger.com