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<blockquote data-quote="rounser" data-source="post: 5425370" data-attributes="member: 1106"><p>As was pointed out on Grognardia recently, designers of new RPGs tend to chuck out things that they can't see the point of and misidentify as weaknesses. It's the "I don't care if you like rolling on random tables, they are so two decades ago" kind of game design fashion syndrome that is just "different" dressed up as "better."</p><p></p><p>For instance, if D&D were designed from scratch today, it would probably be using all d10s. Never mind that polyhedrals of various types are fun, I can argue you black and blue why my unified percentile mechanic is all the game will ever need. And traps are unfair and I can't see a way to make them work, so let's exclude and ignore them. Oh, and my mechanics are suggesting this class which doesn't map to an archetype, but I think it's cool anyway or needed for rulesy reasons...let's attach an artificial name to it like "warlord" or "mystic theurge" and go to it, nevermind that it's difficult to use as a fantasy construction kit whenever gamist stuff like this sneaks in.</p><p></p><p>With game design, steps sideways or backwards seem just as common as steps forward, seemingly. And the human processors aren't any faster than in 1980, yet here we are trying to take on Moore's Law with dice.</p></blockquote><p></p>
[QUOTE="rounser, post: 5425370, member: 1106"] As was pointed out on Grognardia recently, designers of new RPGs tend to chuck out things that they can't see the point of and misidentify as weaknesses. It's the "I don't care if you like rolling on random tables, they are so two decades ago" kind of game design fashion syndrome that is just "different" dressed up as "better." For instance, if D&D were designed from scratch today, it would probably be using all d10s. Never mind that polyhedrals of various types are fun, I can argue you black and blue why my unified percentile mechanic is all the game will ever need. And traps are unfair and I can't see a way to make them work, so let's exclude and ignore them. Oh, and my mechanics are suggesting this class which doesn't map to an archetype, but I think it's cool anyway or needed for rulesy reasons...let's attach an artificial name to it like "warlord" or "mystic theurge" and go to it, nevermind that it's difficult to use as a fantasy construction kit whenever gamist stuff like this sneaks in. With game design, steps sideways or backwards seem just as common as steps forward, seemingly. And the human processors aren't any faster than in 1980, yet here we are trying to take on Moore's Law with dice. [/QUOTE]
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