Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How Complex Do You Prefer Your TTRPG Systems In General
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 9848783" data-attributes="member: 4937"><p>I voted an '8' but a lot of people would probably consider my tastes closer to a '9'. The thing is that I like a very simple and clean core mechanic but an abundance of supplemental rules for handling pretty much anything that could happen in the setting. So I want mass combat rules, crafting rules, trading and mercantile activity rules, rules for races and contests and well everything. The result is that while the mechanics for any one thing might be reasonably simple, the system itself tends to bloat up to thousands of pages of content.</p><p></p><p>Systems that I've enjoyed and admired over the years are BRP and its close cousin Pendragon, 3e D&D and D20 generally, Mongoose Traveler, and Star Wars D6. And in general, where I go with these systems is always to add on subsystems. </p><p></p><p>Consider what I've written for Star Wars D6:</p><p></p><p>a) New regularized and balanced rules for cybernetics.</p><p>b) A supplement on narcotics and their effects.</p><p>c) Rules for the costs of operating and maintaining a spaceship, both per hour and over a long period (how regularly you need maintenance and overhauls, for example) and the effects of wear and tear on space craft.</p><p>d) Effects of exposure to vacuum.</p><p>e) New rebalanced rules for combat with capital ships.</p><p>f) New rules for hyperspace navigation, including extensive rules for what happens when a jump goes wrong.</p><p>g) Rebalanced weapon lists, and rebalanced customizable armor.</p><p>f) New rules for power armor that make it less overpowered while explaining why you see it less in the Star Wars universe than you do.</p><p></p><p>Why do I do this? Because it comes up in play (or will in a future episode) and existing rules are often poorly tested our thought out or are silent entirely on the subject simply because it didn't come up in the movies.</p><p></p><p>I feel like there are actually two dimensions to complexity. The first one is, "How many steps does it take to produce an answer?" I'm not a big fan of their being a ton of steps or the steps involving more than addition and subtraction. The second one though is, "Does a subsystem exist to answer a narrow question?" And I'm a big big fan of that. For complexity of the steps I like something like a 6, whereas for how broadly the system covers the space of play I like a 10.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9848783, member: 4937"] I voted an '8' but a lot of people would probably consider my tastes closer to a '9'. The thing is that I like a very simple and clean core mechanic but an abundance of supplemental rules for handling pretty much anything that could happen in the setting. So I want mass combat rules, crafting rules, trading and mercantile activity rules, rules for races and contests and well everything. The result is that while the mechanics for any one thing might be reasonably simple, the system itself tends to bloat up to thousands of pages of content. Systems that I've enjoyed and admired over the years are BRP and its close cousin Pendragon, 3e D&D and D20 generally, Mongoose Traveler, and Star Wars D6. And in general, where I go with these systems is always to add on subsystems. Consider what I've written for Star Wars D6: a) New regularized and balanced rules for cybernetics. b) A supplement on narcotics and their effects. c) Rules for the costs of operating and maintaining a spaceship, both per hour and over a long period (how regularly you need maintenance and overhauls, for example) and the effects of wear and tear on space craft. d) Effects of exposure to vacuum. e) New rebalanced rules for combat with capital ships. f) New rules for hyperspace navigation, including extensive rules for what happens when a jump goes wrong. g) Rebalanced weapon lists, and rebalanced customizable armor. f) New rules for power armor that make it less overpowered while explaining why you see it less in the Star Wars universe than you do. Why do I do this? Because it comes up in play (or will in a future episode) and existing rules are often poorly tested our thought out or are silent entirely on the subject simply because it didn't come up in the movies. I feel like there are actually two dimensions to complexity. The first one is, "How many steps does it take to produce an answer?" I'm not a big fan of their being a ton of steps or the steps involving more than addition and subtraction. The second one though is, "Does a subsystem exist to answer a narrow question?" And I'm a big big fan of that. For complexity of the steps I like something like a 6, whereas for how broadly the system covers the space of play I like a 10. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How Complex Do You Prefer Your TTRPG Systems In General
Top