Thomas Shey
Legend
The penalties applied are those in accordance with the game rules rather than "more than like."
Fill in "the designers" for "you" if you like; it doesn't change my opinion.
The penalties applied are those in accordance with the game rules rather than "more than like."
Are there any games you play with player encumbrance penalties? If yes, why are those cases acceptable but cypher encumbrance unacceptable?Fill in "the designers" for "you" if you like; it doesn't change my opinion.
Are there any games you play with player encumbrance penalties? If yes, why are those cases acceptable but cypher encumbrance unacceptable?
Overall I still stand by my point, but I can recognize that a system designed to be simple/lightweight enough--or a system if you abstract far enough--can work this way. The latter, to be clear, would be something like "well all monsters in 4e have powers, and powers are what PCs use." IMO, that is abstraction to the point of no longer preserving the relevant distinctions. This, to me, is like saying, "well all things are made of atoms so everything really is the same." It abstracts away the very meaningful differences of chemistry, because which specific atom something is made of, and the specific way they are arranged, is hugely important for how it will behave.While I agreed with the rest of your post, I should note that this is only a problem with games who's structure mandates massive special casing. I ran RuneQuest and the Hero System for years, and in both of those PCs and NPCs are essentially constructed the same way, and it did not create the problems that occurred in 3e, because everything was done to a fundamentally common metric with few parts that once you were familiar with the system required extra cognitive load you weren't already handling dealing with the system at all; virtually none in Hero (which, for all of its detail has all the parts fundamentally designed as a set) and very little in Runequest (where you did have some spell-related functions that varied widely, but where even an experienced character whether PC or NPC would only have a very limited number of.)
Overall I still stand by my point, but I can recognize that a system designed to be simple/lightweight enough--or a system if you abstract far enough--can work this way.
The latter, to be clear, would be something like "well all monsters in 4e have powers, and powers are what PCs use." IMO, that is abstraction to the point of no longer preserving the relevant distinctions. This, to me, is like saying, "well all things are made of atoms so everything really is the same." It abstracts away the very meaningful differences of chemistry, because which specific atom something is made of, and the specific way they are arranged, is hugely important for how it will behave.
(As an aside, Fate would be an example of the former. Nearly everything really is Aspects, by intent, but "Aspect" is so open and flexible, it can mean almost anything from an inanimate object to a skill to a character flaw to a belief etc.)
Unfortunately, having never played RQ or the Hero system I cannot truly say if either of these things applies to them. Still, as said, I think any game which rises beyond a certain minimum complexity necessarily benefits from divergent PC vs NPC design, though I don't precisely know where that minimum falls.
This occurs because as I said in the previous post, the design utility of NPCs is very different from that of PCs. They (almost always) only see brief flashes of existence and make one or two punchy actions before being removed forever. To make that actually work out enjoyably is incredibly tricky when you have to build everything exactly like a player character.
Okay. If the game is really simple, you can use the same things for both. If it's not really simple, you can't. I feel like you are nitpicking over a really obvious implied aspect of what I've said.But again, I think you're making an assumption about an intrinsic complexity of PCs that isn't valid. For example, I can say the number of PCs in either game that is as meaningfully complex as, say, a 15th level D&D 4e character is very small.
I'm not sure if I follow your meaning here, particularly the last sentence. What do you mean by "do it absolutely" and how do they not "play games with a stick"? And if they do have encumbrance rules, why is that not playing with a stick and yet you believe that cypher encumbrance is playing with a stick?Not many, and they usually based on actual physical encumbrance. The ones that do abstract encumbrance, do it absolutely; they don't try to play games with a stick.
Okay. If the game is really simple, you can use the same things for both. If it's not really simple, you can't. I feel like you are nitpicking over a really obvious implied aspect of what I've said.
Maybe it would be more useful to actually show an example of what this stuff looks like? Your "Hand to Hand Kill Attack" description really wasn't very helpful to me--that sounds like the equivalent of an iterative attack in 3e, Melee Basic in 4e, or Extra Attack in 5e.
Alternatively, it might simply be a topic for a different thread, since it's neither here nor there for the Cypher System.
So, since I apparently need to spell out every tiny implication and cover literally all possible conditions of things:
"It is an error to expect that in all possible games no matter what, non-player characters should be built perfectly exactly always the same as player characters, when the function these two things serve is very different. Some systems are compatible with this approach. Some are not. To enforce it on absolutely all systems is a major error, one very commonly encountered. Exactly why it is so commonly encountered is beyond the scope of this discussion."
Is that adequate now? Or have I included more invalid assumptions to nitpick?
I'm not sure if I follow your meaning here, particularly the last sentence. What do you mean by "do it absolutely" and how do they not "play games with a stick"? And if they do have encumbrance rules, why is that not playing with a stick and yet you believe that cypher encumbrance is playing with a stick?
I'm not sure if I agree, but I appreciate the clarification of your earlier post.What I mean is that they simply say "X number but no further". Period. There's no penalty for doing it further, you just don't get to because its already become an abstraction. I consider the latter far more honest.