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How complex do you like your character creation process?
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<blockquote data-quote="Neonchameleon" data-source="post: 8506838" data-attributes="member: 87792"><p>A good illustration would be 5e backgrounds and subclasses vs 2e kits.</p><p></p><p>I'd consider 5e to be more option rich than 2e because there are very significant differences between the subclasses; I can't think of anything in 2e that resembles the Echo Knight - and if we look at e.g. the specialist casters there are many more differences. But although I'd call 5e much more option rich because the choices are in most cases more meaningful it's a lot simpler to actually work the mechanics because the backgrounds and subclasses (and remember there are two layers here so the combinations matter) layer over the class framework while the kits frequently unpick things about them. And in 1e, of course, things like the thief-acrobat was, I think, a class.</p><p></p><p>Reducing complexity for larger options is a part of good game design.</p><p></p><p>CharGen is, within reason (I'd argue the number of feats in 3.X and 4e are not within reason) not somewhere slowdown is a problem because you have all the time in the world at chargen. By contrast complexity and difficulties in play (like having to remember which subsystem to use) are meaningful issues because if one person is slowed so is everyone as they have to wait and it's being done at the table.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8506838, member: 87792"] A good illustration would be 5e backgrounds and subclasses vs 2e kits. I'd consider 5e to be more option rich than 2e because there are very significant differences between the subclasses; I can't think of anything in 2e that resembles the Echo Knight - and if we look at e.g. the specialist casters there are many more differences. But although I'd call 5e much more option rich because the choices are in most cases more meaningful it's a lot simpler to actually work the mechanics because the backgrounds and subclasses (and remember there are two layers here so the combinations matter) layer over the class framework while the kits frequently unpick things about them. And in 1e, of course, things like the thief-acrobat was, I think, a class. Reducing complexity for larger options is a part of good game design. CharGen is, within reason (I'd argue the number of feats in 3.X and 4e are not within reason) not somewhere slowdown is a problem because you have all the time in the world at chargen. By contrast complexity and difficulties in play (like having to remember which subsystem to use) are meaningful issues because if one person is slowed so is everyone as they have to wait and it's being done at the table. [/QUOTE]
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