Something I was musing on last night:
Any rule in a game, but most especially peripheral rules such as encumbrance, alignment, or spell components, will necessarily add a certain amount of Hassle to the running of the game - if only by virtue of you needing to remember that rule. I'm going to label that H.
Any rule is also going to add a certain amount of Value to the game, by improving immersion, by adding fun, or whatever. I'm going to label that V. (It's worth noting that V could in fact be negative - a really bad rule could actually make the game worse - see the "Free Parking" house rule in Monopoly.)
And, of course, different people will see H and V differently. That's life.
Ideally, when designing rules you should aim to maximise V and minimise H. That way, you get the best bang for your buck - rules that add a great deal to the game with a minimum of fuss. But more often it's a trade-off, where you can choose between simpler rules that add less or more complex rules that add more.
For encumbrance, for example, some people might regard that the tracking of equipment just isn't fun, no matter what. So H >> V for pretty much any set of encumbrance rules, and so they should simply drop the rules entirely and have done. There's just no value-add.
Other people might take the view that encumbrance rules are absolutely necessary - that without them the imagined space loses all integrity and the whole thing becomes a joke. As such, they'll find that virtually any encumbrance rules are worth the effort of applying, because V >> H. (But, of course, they may well still be better trying to find a better set of rules, because while bad rules may be better than no rules, good rules would be better still.)
And then there's the third group, which in the case of encumbrance actually includes me: for the right type of game, I'm in favour of the use of encumbrance rules in principle, but I find that virtually every RPG ever manages to strike almost exactly the wrong balance - the rules generally expect you to micro-manage a set of lovingly detailed weights and then compare them against limits that are far too generous, and potentially apply some penalties that are too damn fiddly to bother with anyway.
So the concept works for me, but the ratio of H to V doesn't.
Consider another example: spell components.
In theory, these are quite cool: some spells require verbal components, some actions, some special materials. This gives a nice bit of flavour to the game.
Only it doesn't, because keeping track of those material components is just a pain, so the Wizard has a "spell component pouch" on his character sheet and thereafter gives it not a moment's thought. Well, until he finds himself without that pouch, of course, when he's completely screwed. (Not to mention that it makes the silence spell vastly overpowered - what should have been a minor stealth spell becomes an anti-spellcaster bomb. Not good.)
So, with the rule as originally formulated, H was very high and V was moderate - too much hassle to be worth. In attempting a fix, by adding the spell component pouch, H was reduced... and V reduced to effectively nothing.
And yet the concept remains somewhat interesting. So, is there a better way?
Well, I'm going to suggest something. The baseline here will be the 3e rules, as those are the ones I'm most familiar with.
1) Ignore the Spell Components listed for the spells. Instead, every spell requires a Verbal and Somatic component, and every spellcaster requires a Focus component for all his spells. (A wand or crystal for Wizards, a holy symbol for Clerics, or similar.) Any spells that require a 'costly' material component or an XP cost should be increased in level by 1, with [i]wish[/i] therefore being bumped to 10th level and being out of reach of mortal spellcasters. (This would need a further fix, except I never expect to play at that level again.)
2) If a spellcaster ever needs to cast a spell while missing one of the required components (Verbal, Mental, Focus), he must make a Spellcraft check (DC 10 + spell level + 5 per 'missing' component). And the casting time increases by one step - Swift -> Standard -> Full-round -> 1 round -> 1 minute -> 10 minutes -> 1 hour -> 1 day -> 1 more day.
3) The Still Spell metamagic feat allows the caster to simply remove the Somatic component from his spells (no change in casting time, and no Spellcraft check). The Silent Spell metamagic feat does the same, removing the Verbal component. The Eschew Materials feat is renamed Unfocussed Spell, and removes the Focus component.
So far, so good. Now...
4) When casting a spell, the player can optionally add a description of a material component. This must be thematically-appropriate to the spell in question. If the player does so, he gains a +1 bonus to caster level for this spell (including all repeat castings until he takes a short rest - otherwise, it's going to get really tedious!)
5) In addition, the game can then introduce a number of special components (unicorn horn, dragon scales, demon's blood...) which are both rare and powerful - important enough to bother tracking on the character sheet. If the player chooses to use one of these components in a thematically-appropriate way, he gets a +2 bonus to caster level for this spell (again, including repeat castings). However, doing so exhausts his entire stock of the special component - such things are good for one shot only.
As far as I can see, this has several advantages:
- It actually requires less book-keeping than the existing mechanism, because all spells require the same components. (H is reduced)
- It applies a much-needed reduction to the power of silence - it's still a worthwhile spell, but not the magekiller it is as written. (V is increased)
- It likewise prevents the Wizard from being crippled by a few easy steps - losing his spell component pouch, gagging him, or tying him up doesn't automatically eliminate 90% of his effectiveness. (Of course, 3e Wizards are vastly over-powered, but that's another issue.) (V is increased)
- It injects the desired flavour into material components, but without any need to micro-manage what the Wizard is carrying. In particular, because the player has to declare which component he is using when he casts, this ensures that these get mentioned. (V is increased)
- It allows the further enhancement of the special components. Of course, these can (and in some games do) coexist with the existing material component rules, but by having them used in the same way as 'regular' components they should see more use. (V is increased)
So, as far as I can see, we've reduced H while increasing V quite a bit. Which shifts the ratio quite a bit and should hopefully make for a better game.
And, of course, anyone who isn't interested can easily enough just ignore such rules entirely.