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Power Creep
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<blockquote data-quote="Hussar" data-source="post: 7724788" data-attributes="member: 22779"><p>Was right with you up until that last paragraph:</p><p></p><p></p><p></p><p>which presents a rather false dichotomy. Players and GM's who aren't fazed by increasing options and character power are not people who "don't care about skill or cleverness", necessarily. And it is certainly not true that those who prefer simpler systems care more about skill and cleverness.</p><p></p><p>And, let's be honest here, cleverness in this context is power creep by any other name. Using Spider Climb to pick pockets (as a pretty random example) is both clever AND power creep since you are establishing a new "power" for an existing game element. Now Spider Climb can both let you climb walls and pick pockets.</p><p></p><p>Power creep does not have to originate in the rules in order to be power creep, particularly in a role playing game where the players can use existing elements in so many different ways to create new effects which grant them new "powers".</p></blockquote><p></p>
[QUOTE="Hussar, post: 7724788, member: 22779"] Was right with you up until that last paragraph: which presents a rather false dichotomy. Players and GM's who aren't fazed by increasing options and character power are not people who "don't care about skill or cleverness", necessarily. And it is certainly not true that those who prefer simpler systems care more about skill and cleverness. And, let's be honest here, cleverness in this context is power creep by any other name. Using Spider Climb to pick pockets (as a pretty random example) is both clever AND power creep since you are establishing a new "power" for an existing game element. Now Spider Climb can both let you climb walls and pick pockets. Power creep does not have to originate in the rules in order to be power creep, particularly in a role playing game where the players can use existing elements in so many different ways to create new effects which grant them new "powers". [/QUOTE]
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