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How Complex Should D&D Be?
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<blockquote data-quote="Sadrik" data-source="post: 5027342" data-attributes="member: 14506"><p>Just like in video games every player wants their character to be "unique" both mechanically and how they play. However it is not quite the same because where as you are a player with countless on a video game you are a player with a few in a table top rpg. My point here is that it is not that hard to make your character "unique" and the game rules can really help or hinder you in that goal.</p><p></p><p>Mechanically to achieve uniqueness, you have to have a system where limitations are very much toned down, so that players can express themselves mechanically. You don't need much minutia to make things quite diverse. It is more about how a player defines his abilities rather than how the book defines them. If that is the case you will have an unlimited types of characters. If the book wants to define everything and limit everything for story/mechanic/just because then you wind up with a very limited group of character possibilities.</p><p></p><p>Designers should ask questions like, "Why do we need this requirement to be met?" and, "Will this feat actually be used by more than a single character type?" Example: you need a 13 CHA, you add your charisma bonus to... Requirements on feats, paragon/prestige or whatever classes should have requirements that only need to be there for mechanical reasons with an eye of getting that feat into as many hands as possible not as closet case only one race or only guys with 25 wisdom or strength etc. They may be great feats but will they ever see play? Probably not.</p><p></p><p>1e and 2e were pretty restrictive mechanically in character design. 3e blew the doors off and allowed for a huge amount of character customization, I think that 4e took a step backwards and in any future editions, I would hope that they allow for more of that uniqueness.</p><p></p><p>To top it all off, I would rather have a D&D system that came out with a new revision of itself every two or three years. Revisions would be more in line with 3.5 than 4e. This would do several things, it would promote core books and reduce the amount of extraneous complexity that comes out of the splats.</p><p></p><p>So yeah, I vote for simpler and more elegant and robust design.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5027342, member: 14506"] Just like in video games every player wants their character to be "unique" both mechanically and how they play. However it is not quite the same because where as you are a player with countless on a video game you are a player with a few in a table top rpg. My point here is that it is not that hard to make your character "unique" and the game rules can really help or hinder you in that goal. Mechanically to achieve uniqueness, you have to have a system where limitations are very much toned down, so that players can express themselves mechanically. You don't need much minutia to make things quite diverse. It is more about how a player defines his abilities rather than how the book defines them. If that is the case you will have an unlimited types of characters. If the book wants to define everything and limit everything for story/mechanic/just because then you wind up with a very limited group of character possibilities. Designers should ask questions like, "Why do we need this requirement to be met?" and, "Will this feat actually be used by more than a single character type?" Example: you need a 13 CHA, you add your charisma bonus to... Requirements on feats, paragon/prestige or whatever classes should have requirements that only need to be there for mechanical reasons with an eye of getting that feat into as many hands as possible not as closet case only one race or only guys with 25 wisdom or strength etc. They may be great feats but will they ever see play? Probably not. 1e and 2e were pretty restrictive mechanically in character design. 3e blew the doors off and allowed for a huge amount of character customization, I think that 4e took a step backwards and in any future editions, I would hope that they allow for more of that uniqueness. To top it all off, I would rather have a D&D system that came out with a new revision of itself every two or three years. Revisions would be more in line with 3.5 than 4e. This would do several things, it would promote core books and reduce the amount of extraneous complexity that comes out of the splats. So yeah, I vote for simpler and more elegant and robust design. [/QUOTE]
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