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<blockquote data-quote="Zimith" data-source="post: 6044806" data-attributes="member: 6701128"><p><em>I chose A little too complex than I'm comfortable with</em></p><p> </p><p>At the moment, the item I find too complex are mainly some of the maneuvres. Good examples are Glancing blow, Composed attack or Controlled fall. Some of the specialities have this problem too and the attached feat system looks like it can get out of hand (like it did in 3e), with release of additional material etc. It's not that they're hard to understand, but I can see casual players constantly pouring over rulebooks whenever they try to use these mechanics. In my book, this isn't desireable. </p><p> </p><p>I also see some of the rules, such as falling damage, donning times, drowning rules etc as reduntant. I can think I've used drowning rules like twice in 15 years of D&D and events encountered this rarely doesn't justify rules at all in my book. It's easy to disregard, sure, but it does clutter the rulebook. This micromanaging agenda inherited from Ad&d 1e is not for me; things that don't happen frequently and regularly are best managed on the fly, as I see it.</p><p> </p><p><em>However</em>, I'm overall pleased with the complexity level of the current package. Right now, nothing is impossible to manage and should Next be released as is, I don't see myself cutting heavily, at least not to decrease complexity. I also genuinely like the modules Backgrounds & skills as well as Specialities & feats, and use them despite I didn't see myself using anything apart from core rules!</p></blockquote><p></p>
[QUOTE="Zimith, post: 6044806, member: 6701128"] [I]I chose A little too complex than I'm comfortable with[/I] At the moment, the item I find too complex are mainly some of the maneuvres. Good examples are Glancing blow, Composed attack or Controlled fall. Some of the specialities have this problem too and the attached feat system looks like it can get out of hand (like it did in 3e), with release of additional material etc. It's not that they're hard to understand, but I can see casual players constantly pouring over rulebooks whenever they try to use these mechanics. In my book, this isn't desireable. I also see some of the rules, such as falling damage, donning times, drowning rules etc as reduntant. I can think I've used drowning rules like twice in 15 years of D&D and events encountered this rarely doesn't justify rules at all in my book. It's easy to disregard, sure, but it does clutter the rulebook. This micromanaging agenda inherited from Ad&d 1e is not for me; things that don't happen frequently and regularly are best managed on the fly, as I see it. [I]However[/I], I'm overall pleased with the complexity level of the current package. Right now, nothing is impossible to manage and should Next be released as is, I don't see myself cutting heavily, at least not to decrease complexity. I also genuinely like the modules Backgrounds & skills as well as Specialities & feats, and use them despite I didn't see myself using anything apart from core rules! [/QUOTE]
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