Reducing Options to Increase Fun

It seems one could add a LOT of things someone could do (options) without adding much complexity if the way to resolve it remains the same. Thoughts?
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Smoss
Doulairen
Or go directly to details on my RPG system:
Doulairen: RPG System

A streamlined resolution system brings a kind of symmetry to gameplay that makes a system easier to learn. The downside is the possibility that not every element to be modeled with mechanics fits a universal mold.

A decision has to be made about each game element. Is it more important that it be represented mechanically to impart the true essence of what it is supposed to be or is it more important that it fit into a space designed for maximum ease of playability?

This is why ranking game elements by importance and remembering this during design is a good idea. Knowing which elements must have the desired feel and which can be compromised for ease of play is what separates the truly great design from the average one.
 

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That sounds great. You should make it available or talk to those Pathfinder dudes.

I am in the middle of "updating" it to be more Pathfinder friendly, primarily making the feats consistent (I really feel Paizo did a great job in improving and simplifying many of them, like Power Attack, which was pointed out earlier). Might post it after then - or at least post the classes, races, and skills.
 

The purpose of rules in a TRPG is, surely, to free up the brain to focus on imaginative gameplay.

At the point when more and more complex or elaborate rules get to covering more and more eventualities, running the rule set eats into the freed up capacity. Which inevitably reduces imaginative TRPG play to boardgame or wargame 'rules mastery' gameplay.

Rules for jumping all available ditches seem a bit borderline; but at least some way short of rules for milking goats and eating yoghurt.
 

Rules for jumping all available ditches seem a bit borderline; but at least some way short of rules for milking goats and eating yoghurt.
The only way you'll take my Multi-Milking and Improved Culturing feats away is prying them from my cold, dead, smelly hands.
 


Rules for jumping all available ditches seem a bit borderline; but at least some way short of rules for milking goats and eating yoghurt.

The only way you'll take my Multi-Milking and Improved Culturing feats away is prying them from my cold, dead, smelly hands.
Must have you round to my next probiotic milkshake party.
Here is one of my favorite probiotic milkshakes...and it likes parties!
[ame=http://www.youtube.com/watch?v=pGL2rytTraA]YouTube - Kelis - Milkshake[/ame]
 

Quite true. The simpler systems in no way attempt to challenge the player during character generation. Instead the goal is to challenge the player (rather than the character) during actual play.
Mostly I think you're right, tho BD&D does have a noob trap in the form of spell selection. Some weapons are just better too.

The systems that are most vulnerable to being gamed are those that give the players most freedom at char gen, such as HERO and GURPS. I don't think the aim of those systems is to reward system-masters, otoh HERO has a tradition of strong promotion of powergaming, maybe stronger than anything this side of Rifts, with its Goodman School of Cost-Effectiveness.

I had always assumed that the choices were there purely to allow choice, not so that some should be better than others. I believe most of the designers would regard that as an unfortunate by-product. I understand that, as of 6e, HERO is better balanced than ever before.
 

Yeah, 6Ed does away with some of the traditional power-grabs, at least from the characteristics buying side. Nothing is derived anymore, its all purchased.
 

Mostly I think you're right, tho BD&D does have a noob trap in the form of spell selection. Some weapons are just better too.

The only weapon I can think of right away as being an obvious "don't pick me please" in BD&D is the battle axe. It is classified as a 2 handed weapon, resulting in forfiet of initiative and only does the 1d8 damage of a normal sword, which has no affect on initiative and can even be used with a shield. :) The battle axe got the shaft, we usually houseruled a d10 damage so that it would be equal to the 2 handed sword.
 

I've always favored games that cover as much as possible from the get go. Games that are very open with less options tend to be games that are heavily house ruled. Problem with that is not everyone house rules the same so when you go to conventions, play outside your group, etc..., all the gamers aren't using all the same rules.

The other part of the problem is what level of complexity do you stop at? Core four classes? Core four races?

I've seen people who love AD&D with house notes longer than the rules to cover things ranging from melee/hand to hand attacks and backward adding kits to more recent documents for the same game adding one unifed XP table and feats.

I think the root cause is control on the GM's part.

Then again...

As a player, I like to have a lot of control over my character. It's why I tend to enjoy games like Champions/Hero and tend not to play games with randomlly rolled attributes save when I'm looking for something different (and I'm looking at Warhammer as I type that.)
 

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