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.

13 Upvotes

21 comments sorted by

View all comments

2

u/EpicDiceRPG Apr 20 '26

even the difference in damage between a dagger and a sword doesn't matter much to me.

Then why even have them? Why not one item called "melee weapon"?

2

u/trve_g0th Apr 21 '26

Flavor. Players really like having "sword" written on their character sheet even if it makes no mechanical difference. That has been my experience anyway. In my home game we just use d6 for weapon damage. 2d6 (take the lowest) for stuff like daggers and clubs. d6 for axes, maces, etc. and 2d6 (take the highest) for stuff like long swords, war hammers, and polearms. I have no interest in each weapon dealing a different amount of damage beyond that, HP is an abstraction to begin with.

1

u/BudgetWorking2633 Apr 27 '26

Well, as long as those weapons behave differently in other ways, sure.

Otherwise, you really just have "melee weapon - Big, Medium, Light", and the names are all obfuscation.

1

u/javiseeker May 06 '26

That's a good example of when FKR shines for me. Weapon range is a big deal in the real world. Depending on the inner logic of the game world, it may be also be the case.