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David Noonan on D&D Complexity
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<blockquote data-quote="Gold Roger" data-source="post: 3120480" data-attributes="member: 33904"><p>Slow down? I haven't even picked up speed. I'm simply disagreeing with. Don't see how that means I need to slow down.</p><p></p><p>Second, I don't see how anybody is complaining, at least not me. I'm having loads of fun with D&D, but it's not perfect. I'm simply saying where it can and should be improved, no, not even, I'm agreeing with one of its main designers that said so.</p><p></p><p>Third. You may be missing the point of what complexity I'm and others are talking about. Slapping some fighter and rogue levels on a goblin is easy. And a hard fight isn't complex. But a combat where each PC has at least four different buffs on them, each with different durations, against enemies that have buffs as well, where then someone gets nauseated and daed, another is held and affected by a ray of enervation, someone else grapples and a low maneuverability flyer is around and then an area dispel is dropped- that's just to much for many and usual from mid level on.</p><p></p><p>Can I streamline for myself? Hell yea. My current group has the unspoken rule that many buffs and dispels are never used, as well as some other things.</p><p></p><p>But if the majority of people has to streamline/avoid certain levels/looses oversight, is it wrong to say that the next edition of the game should propably be more streamlined?</p><p></p><p>I'm merely suggesting how something fun can be improved. I'm not not having fun and cry that I don't have fun.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3120480, member: 33904"] Slow down? I haven't even picked up speed. I'm simply disagreeing with. Don't see how that means I need to slow down. Second, I don't see how anybody is complaining, at least not me. I'm having loads of fun with D&D, but it's not perfect. I'm simply saying where it can and should be improved, no, not even, I'm agreeing with one of its main designers that said so. Third. You may be missing the point of what complexity I'm and others are talking about. Slapping some fighter and rogue levels on a goblin is easy. And a hard fight isn't complex. But a combat where each PC has at least four different buffs on them, each with different durations, against enemies that have buffs as well, where then someone gets nauseated and daed, another is held and affected by a ray of enervation, someone else grapples and a low maneuverability flyer is around and then an area dispel is dropped- that's just to much for many and usual from mid level on. Can I streamline for myself? Hell yea. My current group has the unspoken rule that many buffs and dispels are never used, as well as some other things. But if the majority of people has to streamline/avoid certain levels/looses oversight, is it wrong to say that the next edition of the game should propably be more streamlined? I'm merely suggesting how something fun can be improved. I'm not not having fun and cry that I don't have fun. [/QUOTE]
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