Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Blog post on the feel of D&D (marmell, reynolds et all)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="med stud" data-source="post: 4143918" data-attributes="member: 1211"><p>Providing options also runs into the issues of 1) production time and 2) page count. More options ---> more manhours ---> higher production costs ---> higher price for the consumer. That one is minor, though, compare to page count.</p><p></p><p>Since the page count affects the price of the product, you could have a 500 page PHB filled with options but it would be expensive, maybe not worth the extra price.</p><p></p><p>Another reason why more options can be bad: Steep learning curve. There are many people here who seem to love to get to know rules, finding combinations, adjusting bonuses and watch the effects on the system unfold. For them, a complex system is a boon, a large play ground. Other people, though, want to get on with the play or they want tactically interesting options without complexity. A prime example: Chess. The rules of chess are very simple, yet the game offers up loads of possibility for tactics.</p><p></p><p>And the final reason I can think of: More options mean more to balance against all other options. I remember when I first got Starcraft. I was used to Command & Conquer and other RTS-games where there were loads of units. Then I saw Starcraft and I was disappointed that there were so few units per faction. Then I realized that in Command & Conquer, all you needed to do was to build mammoth tanks. Other units weren't required. In Starcraft, all units are usable during the entire game. The zealot is the first unit you can build but they never get obselete by design.</p><p>Now a days, I much rather have few powers that are well thought out and adjusted against the other powers in the game than loads of powers where a few of them come out as plain superior to the rest. It creates an illusion of choice which is really quite limited.</p><p></p><p>Just my POV of when more choice can be bad. Of course, more choice can be good too <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></blockquote><p></p>
[QUOTE="med stud, post: 4143918, member: 1211"] Providing options also runs into the issues of 1) production time and 2) page count. More options ---> more manhours ---> higher production costs ---> higher price for the consumer. That one is minor, though, compare to page count. Since the page count affects the price of the product, you could have a 500 page PHB filled with options but it would be expensive, maybe not worth the extra price. Another reason why more options can be bad: Steep learning curve. There are many people here who seem to love to get to know rules, finding combinations, adjusting bonuses and watch the effects on the system unfold. For them, a complex system is a boon, a large play ground. Other people, though, want to get on with the play or they want tactically interesting options without complexity. A prime example: Chess. The rules of chess are very simple, yet the game offers up loads of possibility for tactics. And the final reason I can think of: More options mean more to balance against all other options. I remember when I first got Starcraft. I was used to Command & Conquer and other RTS-games where there were loads of units. Then I saw Starcraft and I was disappointed that there were so few units per faction. Then I realized that in Command & Conquer, all you needed to do was to build mammoth tanks. Other units weren't required. In Starcraft, all units are usable during the entire game. The zealot is the first unit you can build but they never get obselete by design. Now a days, I much rather have few powers that are well thought out and adjusted against the other powers in the game than loads of powers where a few of them come out as plain superior to the rest. It creates an illusion of choice which is really quite limited. Just my POV of when more choice can be bad. Of course, more choice can be good too ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Blog post on the feel of D&D (marmell, reynolds et all)
Top