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<blockquote data-quote="aramis erak" data-source="post: 7724021" data-attributes="member: 6779310"><p>5E is the standard, not Pathfinder... Pathfinder is above it. D&D 5E outsells Pathfinder, and is getting more plays than pathfinder. And it's well above the midline for crunch, but it adds it in small chunks. (Pathfinder starts higher, and also adds more as you go, as did 3.X; AD&D 1E and 2E pretty much capped in complexity by 9th level; 3.X, 4E, PF, and 5E continue to add complexity to at least 20th level; 40th for 3.0/3.5, 30th for 4.0, 20th for 5th... as new powers continued to accrue.)</p><p></p><p></p><p>Hero's actually mechanically simpler than FFG star Wars or 5E. The problem is that it has a lot of advice and tons of examples in the rules... The actual 4E core was not that big... but was chock full of advice. Most characters will use the same 5-6 powers, and maybe 1 the rest don't, for the career of the character. It's a slog at first, but it doesn't get much more complex in play.</p><p></p><p>GURPS ... again, most of the complexity hits you squarely in the eyes right up front. No "easing into it"...</p><p></p><p>The brilliance of Class & Level is that you can code in difficulty increases in system mastery required by how the abilities are gained. The drawback is that low level play is (for many) unsatisfying after 1 or 2 characters.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7724021, member: 6779310"] 5E is the standard, not Pathfinder... Pathfinder is above it. D&D 5E outsells Pathfinder, and is getting more plays than pathfinder. And it's well above the midline for crunch, but it adds it in small chunks. (Pathfinder starts higher, and also adds more as you go, as did 3.X; AD&D 1E and 2E pretty much capped in complexity by 9th level; 3.X, 4E, PF, and 5E continue to add complexity to at least 20th level; 40th for 3.0/3.5, 30th for 4.0, 20th for 5th... as new powers continued to accrue.) Hero's actually mechanically simpler than FFG star Wars or 5E. The problem is that it has a lot of advice and tons of examples in the rules... The actual 4E core was not that big... but was chock full of advice. Most characters will use the same 5-6 powers, and maybe 1 the rest don't, for the career of the character. It's a slog at first, but it doesn't get much more complex in play. GURPS ... again, most of the complexity hits you squarely in the eyes right up front. No "easing into it"... The brilliance of Class & Level is that you can code in difficulty increases in system mastery required by how the abilities are gained. The drawback is that low level play is (for many) unsatisfying after 1 or 2 characters. [/QUOTE]
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