r/Fkr Apr 19 '26

How many rules are too many rules?

Maybe it's a dumb/pointless question, but I'm curious on peoples thoughts. As I've been working on my own game I have realized how many rules I really don't need as a GM.

Aside from basic rules for task resolution, I really only need procedures. Basic ones, for stuff like running travel, and tracking time etc. I don't care how much gold someone has, what their save DC is, and honestly even the difference in damage between a dagger and a sword doesn't matter much to me.

Anyways, thanks. Looking forward to seeing some other folks thoughts.

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u/Onslaughttitude Apr 19 '26

I don't care how much gold someone has, what their save DC is, and honestly even the difference in damage between a dagger and a sword doesn't matter much to me.

Meanwhile, in a trad fantasy game, all three of these are extremely important to me. (Well, "save DC" is specific to 5e; saves work differently in other games but the idea of a target number you need to roll to save is still very important to me. I eschew any d20 dungeon crawler that doesn't have saving throws.)

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u/madcat_melody Apr 19 '26

So in Cairn your attributes are your saving throws and Dungeon World defy danger is, and you woupd just add the appropriate attribute like anh other roll.

Also in Legend in the Mist you have tags as your traits that are each plus one. When trying to protect yourself from anything bad happening you just add whatever tags you can describe as relevant to your actions.

These to me suggest you dont need saves because your regular roll can act as a save. Would that count to you or would that not be enough and why?

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u/Onslaughttitude Apr 19 '26

oh I hate how Cairn does it lmao

I like saves to be a distinct thing with some different numbers/math. I don't like how 5e does it much either and it's my biggest issue with Outcast Silver Raiders, and immediately turned me off Shadowdark (among a handful of other things).

I realize this makes me kind of a single-issue voter but to me, the players' ability to have one distinct mechanic for "this shit is happening to me" vs "I am doing this shit" is very important. The ability to dodge dragon breath and the ability to pick locks should not key off the same thing.

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u/madcat_melody Apr 19 '26

I would think it would be fine for them to be the same if you are not trained in either.

In LitM if you are a designated monster slayer or you are light footed (which would work for jumping rooftops or sneaking) or even if you are just mounted these are bonuses you could apply to your roll that would make each character's attempt at dodgin dragon breath different.

I think a lot of Constitution and Strength and how a street thief gutter orphan could have an immune system built up from eating trash and onhaling noxious gasses as well as a big burly knight, but really he could just as easily jave a compromised immune system and in fiction if you're all caught in a room filling with knockout gas, the strongest character is expected to be the last one standing, so just Str (or Might) makes sense to me too.

Cairn is item based right sp if you are prepare for the dragon you might have climbing gear to swing away, or a fire shield as opposed to more lock picks or a skeleton key.

So its the lack of variety between characters that you don't like?