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<blockquote data-quote="Reynard" data-source="post: 8490909" data-attributes="member: 467"><p>Tables are better in that they allow a lot more nuance in results because the hard part -- the complex math -- is done for you and all you have to do is provide an input and then you get an output. Of course the 2E THAC0 tables weren't complex because the math they did was trivial, but other tables, from thief abilities to saving throws to monster attack matrices, potentially embedded a lot of information into them. Other games of the era made great use of tables, too.</p><p></p><p>A simple system like 5E with a linear progression and few input variables is easy to handle in play and there is certainly a lot to be said for that, but I don't think reducing complexity necessarily qualifies as an objection or obvious "advancement" in the art form. it is good for a particular purpose but not for other purposes.</p><p></p><p>As an aside, I keep waiting to see the first real VTT game that allows the kind of deep math behind computer RPGs, but maintains the single click to get it done. I am sure there are folks out there that would really enjoy the kind of loot math that happens in video games at their VTT and I am surprised no one has tried to provide it yet. As the most recent generation start looking farther afield than 5E we might see it, or perhaps the resurgence of popularity of more complex systems in general.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8490909, member: 467"] Tables are better in that they allow a lot more nuance in results because the hard part -- the complex math -- is done for you and all you have to do is provide an input and then you get an output. Of course the 2E THAC0 tables weren't complex because the math they did was trivial, but other tables, from thief abilities to saving throws to monster attack matrices, potentially embedded a lot of information into them. Other games of the era made great use of tables, too. A simple system like 5E with a linear progression and few input variables is easy to handle in play and there is certainly a lot to be said for that, but I don't think reducing complexity necessarily qualifies as an objection or obvious "advancement" in the art form. it is good for a particular purpose but not for other purposes. As an aside, I keep waiting to see the first real VTT game that allows the kind of deep math behind computer RPGs, but maintains the single click to get it done. I am sure there are folks out there that would really enjoy the kind of loot math that happens in video games at their VTT and I am surprised no one has tried to provide it yet. As the most recent generation start looking farther afield than 5E we might see it, or perhaps the resurgence of popularity of more complex systems in general. [/QUOTE]
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