>>95911485>>95912316Ruling is a better way to describe it, I've seen 'rules lite' rpg groups with giant binders of rulings over the years that are bigger than the core rulebook
Lite rules are good for short campaigns, but for long ones crunchy systems are way better to put a cap on the creeping houserule bloat
>>959134145E has little design space outside of the core of the Adventuring Day combat, everything else you have to create it yourself. A lot of ruling systems have little design space and you end up having to import other system's subsystems to fill in the voids such as importing crafting rules; now with the crafting rules you now have design space to make use of them to make a proper crafting class for example
A good system to homebrew in has design space and sets(skills, categories, classes) you can manipulate for emergent interactions that both you and players can understand and find interesting
One of the issues of homebrewing your own design space is the players simply can't make predictions if you don't have it well documented, from the players perceptive, it's all handwaving-- thus end up feeling unprepared to each session simply vibing