If you have rules on those things, then when people point out that your rules don't show those things, you should post those rules, instead of saying "just make up your own shit, who gives a fuck" like you did.TomOfSteel wrote:You do realize I only posted the combat rules, quick-start rules (which basically govern combat), and stunt cards? At no point did I say this was a complete anything. I've got plenty of material providing framework for magic and monsters.
You have this habit of making really stupid assumptions. No one said you have to have one specific skill called diplomacy in order to have rules for it. You could even explicitly say that Diplomacy is MTP. But you have to realize that your system doesn't actually help in any way in telling Game of Thrones like Stories, because you don't have rules for any of that.TomOfSteel wrote:I don't care for Diplomacy as a skill. We can't act out swordfights, but we can act out Diplomacy. I have a section of the rulebook explaining why I don't have a Charisma stat or Diplomacy skill, and how DM's can add it if they like. I personally think it is silly that if a player wants to RP, he doesn't, because he didn't boost his Diplomacy. Likewise, the Diplomat of the group sometimes doesn't want to do the talking. It's artificial and not necessary IMO. Let players role-play, take logical circumstances into account, and decide how the NPC responds.
We have entire several page threads regularly arguing about the best rules for Diplomacy, so maybe don't just assume you know that when I say you don't have the ability to tell Diplomacy stories that I mean you suddenly would if you added a Diplo skill.
Well since the lighting rules don't actually take up 20 pages anywhere ever, you are just full of shit. But yes, rules about lighting are important if you are going to tell stories about people going into dungeons and fucking around in the dark.TomOfSteel wrote:A lot of the out-of-combat stuff I frankly find pretty extraneous, the sort of thing that makes RPG handbooks 200 pages when they could be 50. Do you really want 20 pages of rules on how different lighting conditions affect Sneak checks? I'd rather just ask the GM "hey in this lighting what kinda bonus can I get to Sneak?"
Likewise, rules for you know, non-combat magic, are tremendously important for what your guys can actually do.
Dude, not everyone wants to play your stupid bandits v caravan fights. I specifically said your rules don't cover Shadowrun stories or Thief stories. Saying that they totally do cover Bandits attacking Caravans is not an argument against what I said.TomOfSteel wrote:On the topic of Sneak, I'd point out that Sneaking is an integral part of combat, whether or not people are trained in it or not. In combat, if you move (not shift) into an square adjacent to an enemy, once per round they can Face you as an interrupt. (This fixes the problem of people just running around behind you on your turn, and actually works quite elegantly, especially with the 1x per turn rule.)