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General Tabletop Discussion
*Dungeons & Dragons
A simple questions for Power Gamers, Optimizers, and Min-Maxers.
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<blockquote data-quote="CapnZapp" data-source="post: 6960027" data-attributes="member: 12731"><p>We will simply have to agree to disagree on this one.</p><p></p><p>Style is very meaningful in some cases.</p><p></p><p>That WFRP has "hand weapon" to cover everything from a short sword, a longer sword, a hammer, an axe, or a club, is not something you get to define as "not meaningful" and thus not part of a game's design. Making that fashion statement can definitely be a very meaningful choice. It goes much further than that: by not "meaningfully" distinguish between axes and clubs, you vastly expand the ways a character can arm himself (and thus express himself) without actually having to pay a cost in effectiveness, which can make everything more fun. (And even more: by making a concious decision where to put your game's complexity and where not to put it, you exhibit insight in the old adage "not everything is better with more simulationism" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>I mean, sure I can minmax with the best. But not even I is <em>that</em> minmax-y that I can't see this.</p><p></p><p>I mean, it looks to me as if you're essentially arguing that anything that can't be reduced to a number and inserted on the great spreadsheet that is your game world is "meaningless". </p><p></p><p>If that is the case, I wish you godspeed Saelorn, because we have nothing further to discuss.</p><p></p><p>Best regards <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6960027, member: 12731"] We will simply have to agree to disagree on this one. Style is very meaningful in some cases. That WFRP has "hand weapon" to cover everything from a short sword, a longer sword, a hammer, an axe, or a club, is not something you get to define as "not meaningful" and thus not part of a game's design. Making that fashion statement can definitely be a very meaningful choice. It goes much further than that: by not "meaningfully" distinguish between axes and clubs, you vastly expand the ways a character can arm himself (and thus express himself) without actually having to pay a cost in effectiveness, which can make everything more fun. (And even more: by making a concious decision where to put your game's complexity and where not to put it, you exhibit insight in the old adage "not everything is better with more simulationism" ;) ) I mean, sure I can minmax with the best. But not even I is [I]that[/I] minmax-y that I can't see this. I mean, it looks to me as if you're essentially arguing that anything that can't be reduced to a number and inserted on the great spreadsheet that is your game world is "meaningless". If that is the case, I wish you godspeed Saelorn, because we have nothing further to discuss. Best regards :) [/QUOTE]
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A simple questions for Power Gamers, Optimizers, and Min-Maxers.
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