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<blockquote data-quote="howandwhy99" data-source="post: 5844034" data-attributes="member: 3192"><p>I think rising complexity with level increase in the game ultimately isn't about telling the "right" kind of story, but about selling game products. If all of that complicated rule structure is up front in the original books, then they are going to be a pain to read and harder to simply sit down with and get a game going.</p><p></p><p>By not making this kind of thing mandatory for everyone we get far more flexibility in the new D&DN. That's good too. Some won't ever want the added rules, some will run out and buy every one of them the first day they're out.</p><p></p><p></p><p>I'd say it will start simple with extra purchases needed to take the game into superheroes realm. What's easier to design for? Ask the designer. This question makes a good case for the BECMI-style publishing format where multiple levels are sold separately. Higher levels could allow for more variation later, while others will simply start there. If by hyper you mean highly complex and challenging to play rules, then we could get hyper later too. ...just don't expect it early on.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5844034, member: 3192"] I think rising complexity with level increase in the game ultimately isn't about telling the "right" kind of story, but about selling game products. If all of that complicated rule structure is up front in the original books, then they are going to be a pain to read and harder to simply sit down with and get a game going. By not making this kind of thing mandatory for everyone we get far more flexibility in the new D&DN. That's good too. Some won't ever want the added rules, some will run out and buy every one of them the first day they're out. I'd say it will start simple with extra purchases needed to take the game into superheroes realm. What's easier to design for? Ask the designer. This question makes a good case for the BECMI-style publishing format where multiple levels are sold separately. Higher levels could allow for more variation later, while others will simply start there. If by hyper you mean highly complex and challenging to play rules, then we could get hyper later too. ...just don't expect it early on. [/QUOTE]
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