Sunday, October 1, 2017

Are Elves stupid in Dungeons & Dragons?

I wanted to call this "Pathfinder Elves are retarded" but that would be too insulting. And I'm not insulting Elves or Dungeons & Dragons. However Elves in D&D 3.5 and Pathfinder have a severe learning disability. The tables are the same in 3.5 Player's handbook, the 3.5 SRD (file: Basic Rules/Description.rtf), and the Pathfinder SRD:
RaceAdulthoodIntuitiveSelf-TaughtTrained
Human15 years+1d4+1d6+2d6
Elf110 years+4d6+6d6+10d6
diff733 1/3 %400-600%600%500%
Half-orc14 years+1d4+1d6+2d6
Based on this the average class modifier is Elf_Age = Human_Age * 5. The adulthood Elf_Age = Human_Age * (7 + 1/3) which could be rounded down to 5 for an adulthood age of 75. You'll notice that half-orcs reach adulthood the fastest and elves the slowest which means that half-orcs learn and mature 7.86 times faster than elves. Despite this some elves gets +2 Int and half-orcs in 3.5 get -2 Int.

Do you have any idea how damaging this slow learning is to the setting? Let's say I'm a human training in wizard school and I meet a stereotypical hot elf girl. We started school at the same time and I don't mind her current age so I make moves on her and start dating. Wizard school is a hard 7 year program that's not uncommon to flunk a few years. My elf lady isn't doing so well in class so I can give her private lessons of things I've already learned or we can practice the same thing together. After 7 years I've been ready for our relationship to advance to the next level for a while now but she's only getting warmed up to the idea of a long term relationship (she doesn't mind that she'll outlive me). I'm about to graduate from wizard school but she's flunked out 6 times and passed one year. I come to find out that the average time it takes an elf to graduate is 35 years! This is consistent with my experience that she's very slow to pick things up and I have to repeat things so many times. She's not an idiot it just takes a long time to learn something new. I simply can't invest that much of my life into someone so slow.

Can you name any other setting where elves are slow at learning magic? And half-orcs are fast at learning anything. It just doesn't fit. It does not make sense to base adulthood on the percent of maximum life. Learning should be based on Int alone and not race at all:
Int ModAdulthoodIntuitiveSelf-TaughtTrained
lessnot possible for player characters, and animals can't take classes
-417 years23 +1d427 +1d635 +2d6
-316 years21 +1d424 +1d630 +2d6
-216 years19 +1d421 +1d625 +2d6
-115 years17 +1d418 +1d620 +2d6
+015 years14 +1d414 +1d614 +2d6
+114 years1514 +1d414 +1d10
+214 years151514 +1d8
+313 years151514 +1d6
+413 years151514 +1d4
more13 years151515
Therefore if you have low intelligence and a short lifespan then you'll be very old by the time you could become a wizard. Note that these are minimum starting ages. You can choose to be older when you start learning but learning still takes time equal to the difference between adulthood and the applicable column.

Now let's look at maximum ages:
RaceMiddle AgeOldVenerableMaximum Age
Human35 years53 years70 years+2d20 years
Elf175 years263 years350 years+4d% years
diff500%496.2264%500%200-1,000%
The average Elf_Age = Human_Age * 5. Why isn't the old elf age 265? Must be a typo that they didn't bother correcting. Also maximum elf age is way too random. How about:
Elf175 years265 years350 years550 +2d% years

Or better yet why not base maximum age on constitution rather than race so that how long you live actually depends on how healthy you are:
Con mod*Middle AgeOldVenerableMaximum Age
lessalready dead (since your constitution score would have to be less than 0)
-515 years25 years45 years50+1d4 years
-420 years30 years50 years55+1d4 years
-325 years35 years55 years60+1d4 years
-230 years40 years60 years65+1d6 years
-135 years45 years65 years70+1d8 years
040 years50 years70 years75+1d10 years
145 years55 years75 years80+1d20 years
250 years60 years80 years85+1d20 years
355 years65 years85 years90+1d20 years
460 years70 years90 years95+1d20 years
more65 years75 years95 years100+1d20 years
*con mod ignoring age penalties
After you have entered an age category, if you raise your con you will be in the same category but the categories above will change.
Elf racial ability: Very Long Life: your age categories except adulthood are multiplied by 5 (this doesn't affect starting ages). You have no Maximum Age.
Half-Elf racial ability: Long Life: your age categories except adulthood are multiplied by 3 (this doesn't affect starting ages).

There's not really any conclusion here. It's just that D&D didn't put much effort into the ages and I actually bothered correcting this.

Your rules are too complex

The purpose of this rant is not just to complain but to show that better is possible. It isn't a drawn out advertisement for my system (Humans & Heroes) but to shows how these other systems could make their products better. I'm not complaining that being a Gamemaster is hard I'm complaining about the system as a whole (some of which is Gamemaster exclusive). I'll talk about each system from optimistic and pessimistic perspectives to show good things, bad things, and counter points. Although since this is a rant the good points aren't actually covered, instead it's just bad points and counterpoints.

Rant warning: this is a rant. Read accordingly. So don't accuse me of hating everything and being overly analytical.

Worst

Optimist: For the sake of contrast I'm going to start by describing the worst case scenario. Let's suppose you wanted a realistic game. In order to maximize how accurate it is to real life and to make sure that everything is possible you'll need a large rule book and make stats.
Pessimist: If by that you mean "buried under an endless mountain of rules" then yes.
Optimist: The game is so realistic that a physics text book could be considered an expansion book.
Pessimist: Good news everyone! This game is so complex that not even professional scientists fully understand everything about it.
Optimist: Some math is required but a calculator can be used and all of the formulas are provided.
Pessimist: Gee thanks mister! I had this exact scenario in college physics which I did poorly in.
Optimist: Every body part has it's own measure of health.
Pessimist: Every milliliter of your body needs be labeled with a health number. Even with 3D modeling programs I don't know how you'd keep track of all that.
Optimist: The human mind is tracked in detail.
Pessimist: Make sure you have a full list of every fact and memory of your entire character's story.
Optimist: There are many muscles in the human body that can have separate skills.
Pessimist: How many muscles are in the human body? Multiple that by every possible skill and you've got a good start on that character sheet.
Optimist: I'm not providing any counter points because this is a straw man. It is here to demonstrate that no matter what the system represents there are some things that must be simplified for the sake of usability. There are a large number of details that must be ignored.

Pathfinder (1e)

Optimist: I'll go from most complex to least which is worst to best (except the last) to show that things can in fact be done better and so that the rants calms into a praise.
Pessimist: So read this section last so you can see how terrible the Pathfinder rules are.
Optimist: Pathfinder is a welcomed simplification over Dungeons and Dragons 3.5 edition.
Pessimist: "Better than something that's worse" is code for "this is still terrible".
Optimist: Pathfinder uses a medieval fantasy setting. However there are expansions for modern and space age.
Pessimist: The game only does 1 thing and it didn't do it well. So then they added a couple more to spread the joy of failure.
Optimist: There are some classic races to chose from.
Pessimist: Not much to say here. Humans are useless, some races aren't balanced.
Optimist: There are a few classes to pick between.
Pessimist: A few? That's a lie. There's tons of classes. Too many to even name.
Optimist: Ok well using only the core book there's only a few and it should be easy to pick the one you want.
Pessimist: If you want to play X no matter how the game plays then yes. However if you'd like to have effective gameplay no matter the class then you'll be sorry. In order to make an informed decision you'll need to read through each class and race which will involve a dozen pages of rules and abilities which have no unifying mechanic other than d20 vs DC meaning there are no shortcuts to grouping the abilities together. A single class alone is difficult enough to keep track of but 11 classes? That will overwhelm new players that are just trying to be useful.
Optimist: But you don't need to read things like spells, feats, bloodlines, etc until after you have decided on a class.
Pessimist: Maybe but the information up until that point is overwhelming and if you are a spell caster then you'll have a whole new wave of overwhelming when you look at the spell list.
Optimist: But at level 1 there are few spells. So assuming you picked your class on little information there isn't a whole lot to know.
Pessimist: Ha! You're not creating a character that easily. What skills do you have? Look at your list of class skills and the list of all skills (only a little too large). Which feat should I pick? Look at the giant list of feats. Bloodline, familiar, arcane school? You'll need to read a lot there too even at level 1. Which equipment do I buy? Look at the large list of equipment
Optimist: Objection: not all equipment can be purchased at level 1 so you need not look at all of it.
Pessimist: But the book doesn't have a list of things that are affordable at level 1 so you'll have to look through all of them. Also most non-magical equipment can be bought at level 1. And did I mention potions? These magic items are affordable at level 1 but knowing your options require you to look at the low level spells of every class's spell list.
Optimist: So the creation cost is high but once you have a character you can easily level up.
Pessimist: Not quite. If you multi-class or want prestige classes then you get back into the problem of the class list. Ignoring that you still have to fight the spell list and feats as you level up. And now that you can afford or save up for magic items you'll need to look at that list. Or rather lists because there are several categories each with a huge number of items (books keep adding more because magic items are so popular). *insert book avalanche*
Optimist: Well the other class abilities are easy enough for character progression.
Pessimist: You mean the ones that don't have any choices? That's not as easy as it sounds because some of them improve with level so you have to re-read them every so often. But anything that has options has too many options. Except when it comes to how you'll play your character in which case there are too many restrictions.
Optimist: What do you mean? You can play your character however you like.
Pessimist: That's not true and is one of the biggest problems with this system: the mechanics dictate the setting. For example I'd like to be a drunken fist martial artist, he'll be a chaotic good monk except that monks must be lawful. Or "Ooh I like these abilities. I think I'll choose this sorcerer bloodline. Oh wait that says I descend from dragons. But I don't want to have to change my character's back story...". Or "I think I may run Pathfinder. The system looks good-" *cough fat chance cough* oh sorry I interrupted by own hypothetical dialogue. "I'll run Pathfinder... Oh darn I was hoping to have Elves in space but the system mandates a medieval setting."
Optimist: Objection: there are other settings that can be used.
Pessimist: Hardly. The majority of the system assumes the default setting. And the problem is that the system is so tightly coupled with the setting so that changing things isn't easy. Phew *wipe sweat*. I'm getting tired and I've only just finished complaining about character creation. I haven't even started talking about the general rules or the monsters.
Optimist: Does that mean you'll let me talk?
Pessimist: No. This is a rant so I'm the star of the show.
Optimist: Surely there must be some redeeming qualities of Pathfinder.
Pessimist: Hm... Nope the other systems are better at everything. Now where was I?
TL;DR: This is all you need to know from a player perspective.
Optimist: You were complaining about character creation.
Pessimist: Right right. Speaking of horrible disfigured creatures, there's also monsters in this system. There's a huge number of monsters, several dedicated books in fact with plenty added with each setting book... Hm. I seem to have used my book avalanche gag too early.
Optimist: You can look them up by name, type, or CR. It's pretty nicely organized considering the size of material. I'm not sure that could be improved.
Pessimist: I'll tell you what could be improved: having all of the monster's rules listed on the page with the monster. Some of them are well hidden in the monster's type. That's right: when you look at a monster you have to compare what you see to the rules for that monster type, the rules for that monster subtype (yes really), the rules for the monster category/template, the rules that are actually listed on the monster page, then look up each feat, look up each spell, and look up each universal monster rule. Man this is so complicated that it's even difficult to list all of the places the rules exist.
Optimist: That sounds exaggerated.
Pessimist: Well let's look at an Old Red Dragon. He's got a list of feats, a list of spells, some terms that are universal monster rules, and he's got abilities. Now that we've read the description of Old Red Dragon we just need to check the description for Red Dragons, for Chromatic Dragons, for True Dragons, for Dragon type, and then for fire subtype.
Optimist: Objection: not all of those have abilities.
Pessimist: True but the only way to know that would be to read each of them.
Optimist: But that's just for dragons because they are so popular. No other monsters are that complex.
Pessimist: All right fine. So dragons do have the longest chain of inheritance. But don't think you can get off easy by memorizing some common abilities because nearly every monster has a unique ability of some kind, ones that don't are considered boring. So rather than a common set of rules everything gets more and more rules.
Optimist: If you hate monsters so much why don't you just kill them?
Pessimist: Well I would but the combat system doesn't make it easy. There's a list of things you can do in combat but the much more daunting list is the table of attack of opportunity.
Optimist: But that's just a list of actions followed by "yes" or "no" that are grouped by standard/move action etc.
Pessimist: Exactly. The problem is that the table is very important but too large to memorize so whenever you do anything except attack you have to check the table to see if that's a bad idea. Then there's grappling rules which is the target of many jokes. And if you get multiple attacks from multiple source, good luck trying to figure out how they fit together. Speaking of multiple sources there are many different types of bonuses that can be applied but they don't stack with bonuses of the same type.
Optimist: You're running out of things to say seeing how you've devolved into a hit list of points without descriptions.
Pessimist: Yeah I'm running short aside from general complaints about lack of balance (ever heard of "linear fighter, quadratic wizard"?). To summarize how bad the rules are I'll point out that I literally had nightmares about the game being too complex.
Optimist: That's not fair. That was mostly due to being nervous about the first time I've ran any game. After waking up I would tell myself "the rules aren't that bad".
Pessimist: Only to later find out that they were.
Optimist: Well... Mostly. But it was spread out over 10 months so it wasn't overwhelming.
Pessimist: Yeah still finding new rules after 10 months of running the game. What's there to be overwhelmed with?
Optimist: We're moving on.
Pessimist: But I still have a whole smaller rant about how absurd the starting ages of elves are.
Optimist: Look is this a rant against Pathfinder or are we going to talk about better systems?
Pessimist: All right fine I'll let you have some things to say but I'll rain on that parade when the time comes. Also the next post will complain about elf ages.

GURPS 3e

Disclaimer: I haven't ran or played any GURPS. I've only read some of the rules so some of this section may be wrong.
Optimist: GURPS stands for "generic universal roleplaying system". It is designed to be a single generic system of rules that can be used for any setting.
Pessimist: Ah hahahaha. Don't tell me you believe that hogwash. "Single set of rules" ha! You wish.
Optimist: Well there's a core rulebook which all of them use as a basis.
Pessimist: Yeah but the core book has different rules depending on your situation. Use 1 of these 2 combat systems. And here's the rules for magic which for some reason isn't covered by normal mechanics and here's the rules for psionics which is for some reason different than magic. Setting things on fire with magic? Use these rules. Setting things on fire with psionics then use an entirely different set of rules for some reason... And there's multiple magic systems which the bottom of the right side bar on "Basic Set" page 151 says that if you don't like this system of magic then change it. So basically "we didn't make universal rules for magic so make your own rules and hope it works out".
Optimist: I like the 2 combat systems because 1 is a super set that's more complex compared to the simplified combat. So you can choose the level of effort vs realism/versatility you desire.
Pessimist: That's fair. And they do an OK job of keeping them separate and letting you know how things work in either situation.
Optimist: Secondly magic is a complicated thing. Many novels out there handle things differently so many types of rules are needed.
Pessimist: You know that's not true because Humans & Heroes (and Mutants & Masterminds) has an actually universal system. What good does it do you to have these different rules for magic if you can't intermix them? So a character from 1 setting can't cross over into another, almost as if the system isn't universal enough to handle these 2 different things *gasp*. And that's exactly the problem with GURPS is that each book defines its own rules because the "universal" rules couldn't cut it. Meaning that each book adds rules which change the core rules so that they step on each other and can't use a single set of mechanics so the whole thing falls apart. Making cross-overs difficult and universal an untrue description.
Optimist: That's sounds like a conclusion. Are we moving on to the next system?
TL;DR: That's the biggest point along with huge lists. The rest is minor.
Pessimist: Not yet. While explaining why a "universal system" isn't universal at all is quite fatal and is the biggest point there's still another important thing to cover: the lists. And 1 more point for which I'll look up a simple question: is the minimum damage in GURPS 1 or 0? Looking at the table of contents the first spot to check is chapter 13 Basic Combat under "Attack" on page 96 which says nothing about damage. But look there's "Making an attack" on the next page (97-98) still no mention. Let's see there's "Damage and Injury" on page 100 that's got to have it but doesn't. It mentions a sidebar on the previous page (99) and says that there's more details in "Injury, Illness, and Fatigue" on page 126. Should I check the advanced combat chapter? Maybe minimum damage is the Gamemaster's judgment call when using basic combat. The previous page (99) sidebar (half a page) under "Basic Weapon Effects" says that weapon damage types are explained in a sidebar on page 73. The following sidebar (p 99) "Effects of Injury" says nothing about minimum damage amount. I'm guessing that the "type of damage" explained on page 73 are like how slashing does 50% more damage which was mentioned earlier so I'll try page 126. Oh that's an entire chapter (15) but there's only 1 section on normal damage which is "General Damage" (page 126) which doesn't answer the question. All right then I guess I'll check out page 73 even though that's the equipment chapter (8). This sidebar says that thrusting attacks have a minimum damage of 1 but doesn't say for other types. On the same page there's a section for "Basic Weapon Damage" which says that minimum damage is 1 for cutting or impaling but for crushing is 0. *Pulls out hair* Why was this so difficult to find? I had to read about 9 different sections which jump around without telling me where to go or answering my question. I even asked someone who has played GURPS to look in his book for minimum damage and he said "it doesn't say". It's fine to have different sections talking about different things but there should be enough cross references that I should be able to check any of these and get directed to the right page. Secondly why is there 2 different answers for minimum damage? It does sound realistic but it is a tedious detail that doesn't add value to the game. As we've already pointed out your system can't account for every tiny detail so only have the things that are worth the cost which this is not.
Optimist: It doesn't sound that tedious. I'm OK with having the 2 different minimum damages.
Pessimist: Well then how about this: since GURPS has an apparent aversion to universal rules there isn't a blanket minimum damage rule, nor is there a rule for melee weapons etc, nor is there a rule for minimum damage for every single possible type of damage (only cutting, impaling, and crushing are covered), so I expect every single place where damage occurs and could under any circumstances have any dice subtracted (that could result in less than 1) to state the minimum damage. For magic this means every single spell with subtractions would need this information since there's also no rule for minimum magic damage. Despite my reasonable expectations Basic Set page 158 has defied them under the description of fire spells which reads "If a wooden shield takes 10 or more fire hits in one turn, the bearer is at -2 DX and 1d-5 damage per turn until he gets rid of it." (there's no minimum damage on page 129-130 either). With an aggressive lack of minimum damage rules I must conclude that this fire can deal negative damage which by simple subtraction would mean that it heals you.
Optimist: Yeah right. What was your other important point about lists?
Pessimist: Comparable to Pathfinder GURPS has a dreaded set of large lists. In the Basic Set book there's 21 full pages of advantages and disadvantages, 23 full pages of skills, 10 full pages of spells (97 spells), and 10 full pages of psionics. That's 64 full pages to read if you'd like to shop for options. And that's just the Basic Set, there's an entire extra book on magic and many other books that add rules. This character creation difficulty helps highlight the redundancy of the system: because there isn't a universal way to handle things they have to try to list every option in the universe which leads to massive lists which are far from covering everything. Compare the spells Reptile Control and Bird Control (Basic Set page 155) which have exactly the same text word for word (even cost etc) only changing the animal type. "If only there was a way to make a spell generalized enough to apply to different kinds of animals but alas it is impossible so I'll just have to list each type of animal as different spells" (Steve Jackson)
Optimist: Yes earlier you made it quite clear that the system is not universal.
Pessimist: I can't over-emphasis it because it is so unacceptable. Steve Jackson's GURPS by Steve Jackson Games should be ashamed of Steve Jackson.
Optimist: Yeah his name is on the cover too many times. Moving on.

Mutants & Masterminds 3e

Optimist: Wait I thought we agreed that we wouldn't cover M&M because we'd cover H&H instead which is based on M&M.
Pessimist: I know but H&H fixed an issue with M&M that was so terrible that I absolutely must complain.
Optimist: All right. Make it quick. Mutants & Masterminds is a point buy system. Being able to afford things is the central balance of the system.
Pessimist: Unless you have magic. Magic allows you to buy anything for a single point. You start out with 150 points so after buying magic for let's say 30 points you can then buy 120 different powers at the strength of 30 points each. That is to say that by simply putting the word "magic" next to a power you can completely ignore the balance of the game and buy everything. Why even bother having character points if someone can so blatantly ignore them? That's like saying "everyone here is equal except that guy whose god-like". What the crap is that? Just put a period and have everyone be balanced like a proper universal system. This section is short but it is perhaps the most infuriating thing I've seen in game rules (with GURPS as a whole being the second) so just insert a whole bunch of rage faces here.

Humans & Heroes 3.9

Optimist: Humans & Heroes is a point buy universal system that uses a set a powers that can have modifiers in order to create any effect using these building blocks. There's a short list of skills and a medium list of advantages and nothing else. All rules are covered by these things.
Pessimist: The skill rewrite is planned for version 3.10 so currently the skills have some missing spots and are a bit complex.
Optimist: All right fine. But the version 3.9 skills aren't that bad.
Pessimist: Well the ambiguous "pick any skill you can think of" is pretty bad but anyway. There are 21 (ish) skills which fit on 31 pages (although could be printed smaller). There are 38 advantages which fit on about 12 pages. There's also godhood...
Optimist: Oh come on. I've listed godhood as a weakness of the game and plan to fix it ASAP.
Pessimist: Yes but I haven't fixed it yet so I'm going to complain in order to be fair. Godhood has only a few things but a couple of them ignore some of the balancing of the game. Supreme is a lot like Magic...
Optimist: Yes but you have to actually be a god-like character to do it. So the game breaking is at least justified.
Pessimist: But it's still game breaking and shouldn't exist. There's a few more that are vague and overpowered but none of them are reasonable but that's enough about godhood. While 41 powers is very small compared to GURPS, the 62 power modifiers (33 pages) are a bit overwhelming.
Optimist: *Sigh* I know. I'm hoping to hide most of them under the complex rules when I make a switch to select either simple or complete rules.
Pessimist: And each power needs to be checked because some have unique modifiers. Even though there's a large list of universal modifiers.
Optimist: That's because the modifiers on the power pages only make sense for that power. It's a way to provide options using a common mechanic. Additionally some of the modifiers on power pages are just there to explain special cases of the universal modifiers.
Pessimist: Providing power options through a single common mechanic? Except that some powers have non-modifier options.
Optimist: This isn't fair that you can see right through my weaknesses. I am aware of those powers and do plan to convert them over to using modifiers.
Pessimist: It isn't fair to promise solutions or that I'm bias for this system. Some of the website is poorly organized and some webpages are huge.
Optimist: How about I just say: I would like to fix all issues that I am aware of.
Pessimist: That's a vague statement that's obviously not going to be completed, like ever. I'll accept that.
Optimist: But seriously there is a reason I have this system. It is actually universal, is nicely balanced,-
Pessimist: I don't know about that since it hasn't been play tested.
Optimist: -and is far less complex than other systems. Making it the best that I know.
Pessimist: I'm sorry but I couldn't hear you over all that bias.

Other Simple Systems

Optimist: I've heard rumors of others games that might-
Pessimist: What's this? Abstract speculation? Duck and cover!
Optimist: Yeah I know but my point is that there are some games that have very few total rules. Some might not have dice or randomness at all.
Pessimist: While these games are plenty versatile the lack of defined rules takes a different direction (a qualitative one) than I want. And obviously this whole rant is based on what I want.
Optimist: I want a quantitative system so that I can use these characters to fight each other. Something specific enough that you can reference it to know whether or not a character is being inconsistent about his abilities. But something truly universal enough to be able to have an ultimate cross-over of ultimate destiny.

Rules for your rules

Optimist: Here are some principles that all systems should pay attention to but many fail.
Principle 1: A universal system needs to have a set of rules that can be used universally rather than a list of every possible thing in the universe.
Pessimist: I'm looking at you GURPS. How would I fire radioactive flaming hornets from my hands with magic? Well I'd need a new spell since that isn't listed or I'd switch to a better system like Humans & Heroes (or M&M) which covers all possible ranged damage under a simple banner of 2 points per rank. Which is infinitely many possibilities under a single rule.
Principle 2: Keep the rule set as small as possible. Only add rules when you absolutely must.
Pessimist: I'm looking at GURPS and Pathfinder for multiple reasons each. Pathfinder has way too many rules and monsters shouldn't add new rules. GURPS if your rulebook really was universal then there should be only 1 book of rules and everything else are settings or campaigns: no other book should have rules at all.
Principle 3: You must ignore some details. To keep the rules simple you should ignore as many details as possible and only add/keep ones that add value and are worth the complexity (which needs to be small).
Pessimist: My GURPS rant about this above is obvious. I surprisingly can't think of any examples of this in Pathfinder. Pathfinder doesn't seem to have any details that are too tiny, the complexity is from normal detail level things.
Principle 4: Don't overwhelm players or Gamemasters. It's a bad sign if there's a long list of something especially if the list is incomplete.
Pessimist: This one is difficult to escape but Pathfinder and GURPS did a poor job of handling this. Humans & Heroes (or M&M) at least tries to keep things small.
TL;DR: To sum these 4: your rules are more complex than they need to be.
Which is the whole point of this post.
Principle 5: Stay balanced: everything from monsters, to players, NPCs, fighters, and wizards should all be on a fair playing field. For a universal system just use the same set of rules for everyone.
Pessimist: Pathfinder is the bigger offender but GURPS is also to blame. Magic and psionic are not equal and I heard that using the fantasy book will overpower all other books. Although I'd be surprised if the super powers book is not stronger still.
Principle 6: Stay organized by keeping everything related in 1 place and by referencing where to find everything that's somewhat related. This is a principle for how to consolidate the rules rather than about the rules themselves.
Pessimist: Again my GURPS rant about this above is obvious. Pathfinder monsters don't have all the info in 1 place. Did you know that the Fire subtype is immune to fire? I didn't for a long time because only some of said monsters list fire immunity in the monster page.
Principle 7: If the system can have more than 1 setting then the rules need be an underlying engine agnostic of the setting.
Pessimist: Looking at Pathfinder is obvious but I'm also blaming GURPS. By trying to list every option they have assumed what is and isn't possible which in turn implies a limited number of settings at best. Like the "One Eye" disadvantage which assumes that your character's species normally has 2 eyes. There's also a lot of things stated about the social impact of magic and psionics. Which is to say that they come bundled with some setting.

Conclusion

Just because the system is popular doesn't mean that it's good (eg Pathfinder). Just because a system says it can handle many things doesn't mean it can (eg GURPS). Just because a system is universal doesn't mean it must be complex. If you want a universal system then play Humans & Heroes. Or for a less bias option play Mutants & Masterminds so long as you avoid Alternate Effects and don't mind some poor balancing of some point costs and don't mind the logic defying humans using a d20 on the ranks and measurements table... Seriously just play Humans & Heroes and not just because I need feedback... I'm just going to leave this link here: http://skyspiral7.github.io/Humans-and-Heroes/

Semantic versioning applications

A summary of Semantic versioning (see http://semver.org/ for more):
Given a version number MAJOR.MINOR.PATCH, increment the:
  • MAJOR version when you make incompatible API changes,
  • MINOR version when you add functionality in a backwards-compatible manner, and
  • PATCH version when you make backwards-compatible bug fixes.
Above is the official definitions for the 3 integers in a semantic version number. I'm not going to talk about pre-release or build metadata labels (after the next paragraph). Also this document assumes that you are versioning your releases rather than releasing your versions which isn't better but makes this topic easier to discuss because it avoids release issues.

A snafu about patch is that people often use it for an additional meaning beyond the definition. The definition only names bug fixes but how do you track smaller changes? If I make a change that is not an incompatible API change, is not new functionality (from the client's perspective), and does not fix incorrect behavior then Semantic versioning can't track this change. Examples include removing dead code, updating the legal information, rewording text visible to clients, and updating versions of dependencies (only if invisible to clients). Pre-release isn't appropriate since the change could be released and build metadata can't be used since build metadata has no precedence. Which means that tracking this change requires either adding another integer to the version or changing the definition of existing integer(s). The common practice is to rename "patch" to "increment" changing the definition to "any change that isn't major or minor". For the rest of this document I will use increment with this definition.

Semantic versioning does not specify what this version number can be used for, it only provides a format definition with meaning and an order of precedence. So the whole point of this document is to talk about what semantic versioning can (or can't) be used for and what the meaning of "incompatible API" and "add functionality" are within a given context. There are many semantic versioning edge cases and while some may be covered the purpose of this document is to focus on what semantic versioning can be applied to. Additionally an API is generally only defined for expected behavior and therefore what happens when errors occur is not part of the API. Generally speaking an incompatible change means that what a client was doing is no longer supported and adding functionality means that a client can now do something that he previously could not (by these definitions changing a required field to be optional is a minor version).

Starting with the easiest I'll talk about the happy path that semantic versioning was likely made for: RESTful services. Specifically an entire RESTful service as a single black box with a defined API that clients use to make requests and receive responses. An incompatible API change occurs when the service makes a change such that a client is required to change (either request creation or response parsing) in order to continue getting the same behavior as before the service change. Adding functionality means that there is a new type of request, new optional fields in a request, or new fields in a response. An increment version would include removing dead code (since that isn't part of the API).

If the implementation of an API has a separate version number than the API and the API documentation does not use the same version as the API then the API can't make use of the increment version. Therefore it seems that semantic versioning was not intended to track an abstract API but rather an implementation that has an API (eg: why patch calls out "bug fix" which isn't possible for abstract APIs). Indeed the description of semantic versioning talks about packaged code (which would include implementation). In cases where the increment is lacking a placeholder 0 can be used so that the version can qualify as semantic (as long as major and minor meet requirements). In cases where the API documentation is tied to the API version number then updating documentation (such as rewording or correcting spelling mistakes) is considered an increment. In cases where the API implementation is tied to the API version number then things like refactoring or removing dead code is an increment.

Similar but more granular is semantic versioning for a single RESTful endpoint (request/response). The URI, HTTP method, and some of the headers (specifically Accept) are used to define a single endpoint. Examples of an incompatible API change includes changing the URI or request body. Now the interesting thing is: if I have a RESTful service that supports multiple types of requests each with a semantic version then what is the version of the service as a whole? Depending on the setup it is possible that the entire service doesn't need a version however let's suppose it does require a version because the service as a whole is a maven artifact. An incompatible API change for the service as a whole is the same whether the individual requests have semantic versioning or not. Whenever any endpoint increments a version the whole service does as well. If multiple endpoints are changing then the service increments a single number of the highest type used (major, minor, or increment). So if the Alice endpoint increases 2 major versions and Bob increases a minor version within a single release of the service then the service increases the major version once. Note that the service version generally won't match any endpoint version. Removing an endpoint is an incompatible API change (major version) and adding an endpoint is new functionality (minor version) to the service version.

What if a service supports multiple versions of a single RESTful endpoint? The endpoint version is handled normally and is agnostic to whether or not other versions of itself will exist. Removing support for a version of an endpoint is an incompatible API change (major version) and adding support for a version of an endpoint is new functionality (minor version) to the service version. If all of the endpoints are grouped into a single semantic version and a service supports multiple versions of that then the exact same principles apply (since the API of a service is the union of all supported versions of all endpoints). If any version that the service supports is increased then the version of the service is increased in the same way.

What about a server storing documents client side? The service mandates the file format of the document so it is considered the same as any endpoint. For example if a client is able to download his session and later upload it to regain the state he previously had then the upload is just like any other endpoint with the session file being the body. The same principle can be applied to saving files to databases or file systems if anything else has access to it. If your service has exclusive access to these files or database tables then it could be considered an implementation detail and any change would be a increment version. This is true if the document is JSON or a docx. In order to version the document itself rather than just how it is used continue reading.

What about a software library? All exposed code is part of the API (eg public classes). All private code and dependencies are not part of the API. Semantic versioning is used as normal.

What about a maven artifact that pulls in an API artifact? The main artifact is either a library or a service. Either way the service has a version number based on the API but separate from it. It does not matter whether the API artifact uses the same version as the version of the API itself. The API artifact is considered part of the service's API rather than an implementation detail like other dependencies are because it is exposed to be used.

What about something like a web browser? If the program only supports HTTP 1.0 then adding support for HTTP 1.1 is a functionality (minor version) and removing support for HTTP 1.0 is an incompatible change (major version). Likewise for HTML versions, CSS versions, etc. This is also true for browser plugins so the plugin API should have its own version for simplicity. This will lead to a browser having tons of semantic versions that it uses and a single overall semantic version with the overall semantic version not being very useful.

What about programs that support multiple operating systems? Nope, semantic versioning breaks down and can't be used as-is. There would be a core program with semantic versioning, an OS with semantic versioning, and a bridge that connects them which can't have semantic versioning. The core program's version includes the API to talking to the bridge and OS version is for the API that the bridge talks to. The problem is that there needs to be a bridge for each OS name and major version. So if the OS is Alice OS 10.1.2 the bridge can require at least Alice OS 10.0.0 and aggregate that together with the core program semantic version to get a semantic version so that the bridge version would be "Alice OS 10 bridge version 1.2.3" at a minimum. It would be a good idea to include the entire OS version to allow supporting more combinations. Of course it should also tell the user what the core version is. This setup allows the core program to be upgraded on each supported OS while maintaining unique numbers for the bridge. This same system is true for any adapter or facade such as a kernel which allows a shell to talk to the hardware: if there is more than 1 adapter then the adapter's name or version needs to state which thing and version of it that the adapter is adapting to.

What if the user can change the dependency versions as he desires? For example if an OS has semantic versioning when a user upgrades the version of a downloaded program then the OS version doesn't change because the OS version is the version of the API that programs use to talk to the OS.

What about programs like Microsoft Word where the user's document (in a standardized format) is also the primary purpose of the program? The file is treated like any other API in that the file contents as a whole has a version number (whether stored in the file or not) so if the program supports that document then the program edits the file without issue otherwise the program tells the user that the program can't open the file. Any file that can be edited can be saved in that same format or converted to a different file type. Since the file is standardized, complications occur when the same file is used by programs that support different versions of the standard format or if the file contains something that isn't part of the file version (see next topics).

How can a program account for a request for something that may or may not be supported? For example HTML 5 allows images tags to be .png or .jpg but a browser might not support both image formats because the image format is not part of the HTML version nor can there be any kind of image format version (although .png itself could have versions). The list of image formats support is part of the browser version but is not part of the HTML version. The browser version also includes the list of which .png versions are supported etc.

If multiple programs edit the same file and each program supports different versions of the standard format that the file is in, what happens? If the standard format is the same major version then the file uses the lowest version that supports the file contents. If the standard format major version number is different then it is treated as though it was an unrelated standardized format.

How much of the version number should be in the client's request or stored document? If it doesn't contain the major version number then the best the program can do is attempt the operation and if it fails tell the client "bad request/corrupted file or wrong major version number. Not sure which.". Additionally without a major version number it would be difficult for a service/program to support multiple major versions. If the client has a major and minor version number that is ahead of the service/program then the program can perform the function and return the result with a warning "You asked for X but I used Y. Therefore this is a partial response and is missing functionality that you might require.". This is likewise true for increment version with the warning "My response might contain a bug". If the client doesn't care about a feature or isn't tracking increment versions then he can simply send a 0 for those numbers. There are 2 reasons for a client to send non-0 version numbers: one reason is that if there are multiple versions of the service running (such as during an upgrade) then the request routing can make sure that the clients expecting the newest version go to the newest service etc. The other reason is so that the client gets a more specific warning or error message in the case of mismatch.

Does an increment version exist for stored documents? No. It could trigger a warning if the parser doesn't support that version however it doesn't make sense for the document to say "if you don't have this version then your parser has a bug". Unlike an API increment version there isn't any internal implementation details so I can't name any way for the format to have an increment version. For example the specification for YAML had things added to it in a backwards compatible way so major and minor numbers make sense but an increment number doesn't.

Can a computer language have semantic versioning? The language syntax is the same as any other file so no: only major and minor. The compiler, IDE, etc can have full semantic versioning.

Can a human language have semantic versioning? Not quite (even for synthetic languages). Incompatibility could be defined as "does this retain the same meaning" which would mean that any word or grammar that is dropped or changed would be incompatible. New words and new definitions to existing words could be added as "new functionality" but an increment number doesn't make sense. Grammar rules can't really be changed since that likely invalidates previously legal statements. For natural languages versioning of any kind is impossible due to the chaotic definition. A synthetic language could use versioning but would just use major and minor.

Can hardware have semantic versioning? No but I don't know enough about hardware. If switching from 1 Microsoft mouse to a newer one can use the same drivers etc then it wasn't a major version change. But I don't think that's possible: everything has unique drivers. While "new functionality" is subjective there isn't any type of increment version number that would make sense. For devices that don't connect to others like a non-smart digital watch then there's nothing to be incompatible with (watch battery type?) and the versioning breaks down. What about a standard port like USB 3.0? If the name was instead 1.3 then it would be nearly semantic but there's still no increment version so it isn't semantic.

Can a game like Dungeons and Dragons use semantic versioning? Not quite. Expansion books could be considered added functionality but there's no order and any combination of them can be used so the version of the core rules can't use them. Considering only the core rules a player character sheet could be used to test incompatibility obviously a breaking change occurs when the decisions made on a character sheet are no longer legal. But what about game play? Generally if any of the rules for a game changes then it isn't the same game anymore which is especially important for games like D&D where there's plenty of time for the game to change between sessions even though the same character sheet is used again (albeit altered). But that criteria is very strict and while it is possible to make an additive change, most changes would be breaking which would make semantic version useless. A more useful numbering would be more like major version for "very serious change that you likely can't use the same character sheet at all" and a minor for "every other change (might require character sheet changes)" which is what D&D did with 3.5 edition (granted it should have been 3.1) but isn't semantic.

Can a printed novel like Lord of the Rings use semantic versioning? No. The content of the book is informational and that information can't change without it being different information and therefore everything would be an incompatible change. Realistically books are allowed to reword small things between editions of a book which sounds like justification for a major version number rather than being considered a whole new book. Spelling mistakes could be considered an increment version number but "adding functionality" has no meaning to books. This is why books use a single number which is edition along with descriptive text like "hard back", "pictures are printed in color", or "includes a map".

Semantic versioning also can't be used for things like blueprints for a book shelf, cooking recipes, telescopes, vehicle safety standards, governmental laws.

To summarize semantic versioning can be used for all software except adapters and can't be used for things that aren't software (not even software specifications or abstract APIs).