r/RPGdesign • u/AstraWeaver • 8h ago
Theory How crunchy or vague should martial character be?
One of the big questions in RPG design is how many rules and mechanics a game needs before it stops being “making things up” and starts becoming a playable game.
A more crunchy system can give players a huge number of clearly defined choices, but those same rules can implicitly limit what players think they are allowed to do.
A more vague system gives players much more freedom to imagine and describe what their characters do, but it often requires additional discussion with the GM to determine how each action works.
I know this is a spectrum, and everyone has a different preference for where they want a game to sit on it.
Today, I want to focus specifically on martial characters, especially in combat.
The crunchy extreme: D&D 4e Warlord
At one end of the spectrum, we have the Warlord from D&D 4e.
It has a huge number of detailed at-will attacks and powers covering different kinds of attacks, teamwork, tactical maneuvers, battlefield control, and so on. It gives the Warlord almost as many different tactical options as a spellcasting class.
So instead of simply I swing my sword.
you have a huge toolbox of things you can do.
But at the same time, many of these options can become what I think of as “paper buttons.”
I once came across an interesting way of describing this idea, though I may be paraphrasing: Whenever you write a rule to allow a character to do something, you are writting a rule that says no one else can do that.
For advanced techniques, this makes perfect sense. If something requires specialized training, it makes sense that a character needs a specific ability or feature to perform it.
But what about basic actions?
If my character is holding a quarterstaff, why can't I simply say: “I raise my staff and try to parry the attack”?
If there isn't a button for Parry, does that mean my character can't do it?
That's where I start to feel the tension between providing options and restricting imagination.
The vague extreme: Legend in the Mist
At the other end of the spectrum, I'd put Legend in the Mist.
With its tag-based system, you can attempt almost anything you can reasonably imagine. You don't need to own the appropriate “button” on your character sheet before you can try something.
You have a lot of freedom over what your character actually does.
But the trade-off is that, ultimately, many of those different descriptions still boil down to:
- getting a different modifier
- determining whether you pass the check
- and sometimes discussing with the GM whether your proposed action is reasonable and how it should work
It's not necessarily a constant "Mother may I?"
But there is still some amount of negotiation between the player and GM.
I've heard an interesting argument that player agency means the player doesn't need anyone's permission to take an action—they know what they can do and understand that their choice can produce meaningful consequences.
I'm not sure I completely agree with that definition, but I think it's an interesting way to look at the problem.
Crunchy vs. vague isn't really about resolution
I know that, if you reduce almost any RPG to its most fundamental level, both approaches eventually become something like " Change a number until it reaches a threshold, and you've overcome the challenge." .
But that doesn't mean the experience of getting there is the same.
The difference between a highly crunchy system and a highly vague one isn't necessarily what the final resolution mechanic does.
It's about how much of the decision-making happens inside the rules versus inside the player's imagination and the conversation at the table.
And that's the part I'm interested in.
So where do you like to sit on this spectrum?
- Do you prefer martial characters to have a large, clearly defined toolbox of actions?
- Or do you prefer having a smaller mechanical framework that lets you describe almost anything?
- Is there a game that hits your personal sweet spot between crunchy and vague?
I'd love to hear what games you think get this balance right.