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Check on modularity in the current playtest packet
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<blockquote data-quote="Li Shenron" data-source="post: 6153718" data-attributes="member: 1465"><p>Overall I think it's not to be worried that the game can't be as complex as a group wants, but rather whether the game can be as simple as a group wants <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><p></p><p>I mean, there's no doubt you can always increase complexity. OTOH there is a <em>minimum</em> complexity below which you cannot go, or you'll lose character balance for instance. This is why I am being pesky about stuff not being really optional. I would like nearly everything to be optional, but notice that such low-complexity is not what I will typically want in my games... It's only because the more things are optional, the more gaming groups can take out whatever they dislike, and keep the rest. I think pretty much everyone only has to benefit from this.</p><p></p><p>That said, <strong>pre-made choices</strong> reduce the complexity of character creation (and levelling up), but I hope the designers have very clear in mind that they do NOT reduce the in-game complexity!!</p><p></p><p>Just to make an example, if the Wizard knows 100 spells, making the choice of spells pre-made is sparing the player some headaches at creation/levelup, but she still has to manage 100 known spells during the game. Personally I think the latter is more important, because a beginner can always get some help when making a choice at character creation, but helping him in-game is another matter.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6153718, member: 1465"] Overall I think it's not to be worried that the game can't be as complex as a group wants, but rather whether the game can be as simple as a group wants :) I mean, there's no doubt you can always increase complexity. OTOH there is a [I]minimum[/I] complexity below which you cannot go, or you'll lose character balance for instance. This is why I am being pesky about stuff not being really optional. I would like nearly everything to be optional, but notice that such low-complexity is not what I will typically want in my games... It's only because the more things are optional, the more gaming groups can take out whatever they dislike, and keep the rest. I think pretty much everyone only has to benefit from this. That said, [B]pre-made choices[/B] reduce the complexity of character creation (and levelling up), but I hope the designers have very clear in mind that they do NOT reduce the in-game complexity!! Just to make an example, if the Wizard knows 100 spells, making the choice of spells pre-made is sparing the player some headaches at creation/levelup, but she still has to manage 100 known spells during the game. Personally I think the latter is more important, because a beginner can always get some help when making a choice at character creation, but helping him in-game is another matter. [/QUOTE]
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