Here an example: D&D General - [+] For (hypothetical) 6e: Which arcane caster class should be the "simple" one?Can you give a brief example of what you mean by simple game (engine?) and a (simple but complexifiable?) caster class?
Here an example: D&D General - [+] For (hypothetical) 6e: Which arcane caster class should be the "simple" one?Can you give a brief example of what you mean by simple game (engine?) and a (simple but complexifiable?) caster class?
Few - or better yet, no - decision points during char-gen is a fairly hard-line requirement for simplicity IMO.I think this is where we differ. I can see why you would consider my goal unattainable if you consider few decision points during character building and leveling up to be a requirement of simplicity, since what I’m describing would necessarily require many building and leveling decisions.
Few - or better yet, no - decision points during char-gen is a fairly hard-line requirement for simplicity IMO.
Decision points can, to some extent, arise at higher levels* as (in theory) by that point the player has become familiar enough with the character and-or the game as a whole to usefully make those decisions; and depending on the decisions made, maybe some avenues can lead to higher complexity from there.
* - at least 5th+, maybe even 10th+, unless character advancement is slowed down such that the first few levels don't fly by in a blur.
I love making no choices about my character. I don't even think picking a name should be a choice. /SFew - or better yet, no - decision points during char-gen is a fairly hard-line requirement for simplicity IMO.
I love making no choices about my character. I don't even think picking a name should be a choice. /S