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A simpler game is a better game...for us
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<blockquote data-quote="FitzTheRuke" data-source="post: 8966935" data-attributes="member: 59816"><p>I agree. We may have to wait for a real 6e for any changes to the base form of the game, which I think is a little too complex. I think a great way to go would be for a very basic core with only 10-12 levels and easy-to-use features. THEN you make subclasses that escalate in complexity and replace the simple features at various levels (perhaps culminating in the most "advanced" subclasses replacing core features at <em>every</em> level with something more complicated.</p><p></p><p>Personally, I'd like to see Spell Casting in general to be MUCH more simple than a giant chapter of spells, and I'd like to see Martial Combat to be quite a bit more complex than "Attack AC; hit or miss; deal damage."</p><p></p><p>For all its other faults, 4e did this part well, but it would have been served well by having a complexity rating on each power. I can't tell you how many times people who didn't want (or couldn't handle) took complex, moving-parts 4e powers, when they should have limited themselves to simpler options.</p><p></p><p>The lesson learned there, to me, is that all this about complexity should be openly discussed by the game, and players should be instructed on what they're going to get by what they choose. Informed decisions, is what I'm talking about, if I'm making sense.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 8966935, member: 59816"] I agree. We may have to wait for a real 6e for any changes to the base form of the game, which I think is a little too complex. I think a great way to go would be for a very basic core with only 10-12 levels and easy-to-use features. THEN you make subclasses that escalate in complexity and replace the simple features at various levels (perhaps culminating in the most "advanced" subclasses replacing core features at [I]every[/I] level with something more complicated. Personally, I'd like to see Spell Casting in general to be MUCH more simple than a giant chapter of spells, and I'd like to see Martial Combat to be quite a bit more complex than "Attack AC; hit or miss; deal damage." For all its other faults, 4e did this part well, but it would have been served well by having a complexity rating on each power. I can't tell you how many times people who didn't want (or couldn't handle) took complex, moving-parts 4e powers, when they should have limited themselves to simpler options. The lesson learned there, to me, is that all this about complexity should be openly discussed by the game, and players should be instructed on what they're going to get by what they choose. Informed decisions, is what I'm talking about, if I'm making sense. [/QUOTE]
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A simpler game is a better game...for us
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