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Cypher System by Monte Cook Games: what do you think about it?
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<blockquote data-quote="Thomas Shey" data-source="post: 8814206" data-attributes="member: 7026617"><p>I've never heard either Hero or RQ described as "lightweight"; some consider both of them "simpler" than D&D specifically because of the reduced number of special cases, but they'd not be considered "simple" by most people who use that term for an RPG.</p><p></p><p></p><p></p><p>Hero, however, provides that as an end-user construction choice combined with skinning; there's nothing intrinsic in the core mechanic for, say, a Hand to Hand Killing Attack that tells you anything beyond the fact it uses the Killing Attack mechanic, and is hand to hand. If you want more you have to apply other modifiers in construction (and sometimes there's little need; a big claw will work fine just as a base HKA).</p><p></p><p></p><p></p><p></p><p>I'd argue this is only true when <em>PC complexity</em> normally rises above a certain level. Certain specific kinds of PCs in both games I reference can be that way, but not all by any means (and not even all of a type--you can have Hero System mages (given the broadness of the term) who are relatively simple and Hero System fighters who chose options to make them complex. But its not intrinsic to either). Similarly, very few RQ characters who are not heavily into magic are complex in any way I'd see as deserving the term.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8814206, member: 7026617"] I've never heard either Hero or RQ described as "lightweight"; some consider both of them "simpler" than D&D specifically because of the reduced number of special cases, but they'd not be considered "simple" by most people who use that term for an RPG. Hero, however, provides that as an end-user construction choice combined with skinning; there's nothing intrinsic in the core mechanic for, say, a Hand to Hand Killing Attack that tells you anything beyond the fact it uses the Killing Attack mechanic, and is hand to hand. If you want more you have to apply other modifiers in construction (and sometimes there's little need; a big claw will work fine just as a base HKA). I'd argue this is only true when [I]PC complexity[/I] normally rises above a certain level. Certain specific kinds of PCs in both games I reference can be that way, but not all by any means (and not even all of a type--you can have Hero System mages (given the broadness of the term) who are relatively simple and Hero System fighters who chose options to make them complex. But its not intrinsic to either). Similarly, very few RQ characters who are not heavily into magic are complex in any way I'd see as deserving the term. 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. [/QUOTE]
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Cypher System by Monte Cook Games: what do you think about it?
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