Do you like it when a sourcebook uses optional rules it introduces?
Yes I do
Sometimes---Please Explain
No I do not
Do you like it when a sourcebook uses optional rules it introduces?
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The only thing common about common sense is the common lack of it
...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade
Shoot... I voted No, but realized afterward that I should have voted Sometimes. To me, it depends on what kind of supplement it is, what the rule is for, how it's used, etc. But by and large, I think they should be avoided if possible (substitute creative uses of the existing rules instead when you can), unless it's a main point of the supplement itself in some way. For example, I was fine with the Speed Zone being introduced in a book about speedsters, and I'm of course fine with anything in a book that's specifically about optional rules, like the APGs, etc.
Well, I am sure most who have been following me know this is probably about the sourcebook I am working on, so if it helps to frame it: I am introducing an optional rule about everyman skills, and am debating if it should be included or not in the character section. It would be a campaign level rule, so it would effect all of the characters that are being designed to allow a group to start immediately, however the NPC's would be the only one effected, and other than some accounting oddities would not effect playability
Come talk comics at http://www.kountrykomicsonline.com/forum/index.php
The only thing common about common sense is the common lack of it
...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade
Personally, if it only affects costs, and not function, I couldn't care less. I wouldn't even consider it an "optional rule" or a "house rule" or whatever. I'd just see it as a suggested campaign ground rule, and call it good.![]()
I voted "no". I do not like it when suplaments add new rules to the game I purchased as a complete game. I remember back when I played GURPS 3rd ed, it got to a point were I neeeded GURPS "The Complete Role-Playing Game", Compendium 1 and Compendium 2 just to have what are considered the basics. Personally, I like generic point based games for their completeness and I want my players to be able to invest ~$50 or so to have all the amunition they need not get stuck in the endless arms race like D&D were newer books release better or more options players with less money do not have the opertunity to access.
PS. I personally buy suplaments for setting ideas and examples not extra rules.
I want to thank you both for your comments,
Ndreare, FYI-I plan on including a city, a section on characters (Heroic, Villains, and NPC's), and a section on the sub genre itself (not in that order). I also want to squeeze in a small adventure as well. Also all the rules added will be optional.
Last edited by JmOz; Jan 16th, '12 at 07:06 PM.
Come talk comics at http://www.kountrykomicsonline.com/forum/index.php
The only thing common about common sense is the common lack of it
...'In this world, Elwood, you must be oh, so smart or oh, so pleasant.' For years I was smart. I recommend pleasant. You may quote me."Harvey --- Thanks Hermit and BobGreenwade
I'm fine with it if.
I'm fine with it, in general.
Systems I use: D&D 3.5, Pathfinder, Star Wars SAGA, Star Wars Revised Core Rules, GURPS 4th Edition, Shadowrun 4th Edition, Monte Cook's World of Darkness, New World of Darkness, Spycraft 2.0, d20 Modern, Alternity, Savage Worlds, HERO 6th Edition, and Mutants & Masterminds 2nd Edition.
Quit bashing other systems: it isn't doing you any favors.
I'm fine with it.
What I don't like is when source books make use of rules (but don't include them) from sources other then the main (core) books.
For example, if a source book referenced and required rules from either of the Hero Advanced Players Guides (but didn't include them in the supplement) I'd be pissed-off. Those are supposed to be optional rules, not required rules for running a game.
"Where am I to go now that I have gone too far?"
I'm fine with it, as long as they're genuinely optional.
I'm fine with it.
OTOH, when a sourcebook includes optional rules and then doesn't use them, I'm left wondering "Why did they bother?"
After the Terracide... 300 years from today, artificial space colonies orbit distant stars while terraformers labor to create new worlds for humanity. Bizarre aliens come to trade exotic goods unknown to Terran technology. And the lifeless, charred husk of mankind's homeworld slowly cools in the empty, silent void of a dead star system. Welcome to the rest of the Galaxy; It's Dark Out There.
I just reread my own post and realised how abrasive. It was. Sorry about that.
I see everyman skills as part of the setting description and not an optional rule
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Absolutely - I would expect to see any new rules integrated into the sourcebook. If not, then they are probably not important to the material and, if they are not important to the material then why would you need a new rule anyway?
OTOH it would be nice to have some guidance as to how to use the sourcebook WITHOUT the optional rules for those who want to integrate the material into an existing game where the new rule does not exist.
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The Ministry of Stupid Ideas
Sometimes, for me, the new and optional rules are the best part of a sourcebook. The good ones (rules) have the potential of making an appearance in my other games.
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