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How Complex Should D&D Be?
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<blockquote data-quote="Ariosto" data-source="post: 5027511" data-attributes="member: 80487"><p>I agree with this: </p><p></p><p>That makes me wonder about this: </p><p></p><p>That looks like a contradiction, and in fact what I find in old D&D is the free potential for <strong>unlimited types of characters</strong> that Sadrik's earlier statements seem to predict one ought to find. It is really quite beyond me where he finds any "restrictions" laid down. All I can figure is that he chose to impose them on himself, arbitrarily waiting for the explicit, minute point-by-point permissions of 3e.</p><p></p><p>Well, what follows? Just what he seemed -- again -- to predict above: the flip side of "needing" and getting permission for A is <em>not</em> being permitted B or C. Thus, one chooses to get stuck with "a very limited group of character possibilities" (expanding bit by bit with the purchase of expansion sets at $35, or whatever, each).</p><p></p><p>Adequate <strong>examples</strong> suffice for the old-style gamer, who does not expect everything to be as limited as in a computer program. Got a rule for bows? Cool -- that's the essence needed for anything further along that line, from an arquebus to a laser gun. The original <em>Marvel Super Heroes</em> set does not need to give specifics for a long list of super powers, only to demonstrate how to use the game-mechanical tools to represent whatever one wants.</p><p></p><p>Nor does it need a rigorous system of points values or anything like that, because it is <strong>not a set of rules for wargame tournaments</strong>. Artificial "army lists" are of limited interest for historical campaigns, which are naturally more concerned with actual orders of battle. The RPG started out more like that, and some D&Ders still lean more toward playing characters on adventures in worlds than toward mustering forces for tournament-style play.</p><p></p><p>That rules-bound, "by the books" style can only ever encompass a subset of the possibilities. For that reason, I favor making its apparatus a <em>supplement to</em> the fundamental necessities -- not making it the ubiquitous foundation that is constantly demanding attention, as WotC has done.</p><p></p><p>I expect this may be not just unpalatable but simply hard to grasp for the hardcore "gamers" steeped in the abstract-reductionist mode of thinking about the game. It would hardly be worth the trouble of addressing if a very simplistic approach were likely to satisfy enough of us. The problem is that D&D has an inherent <em>non-quantified, situational</em> complexity that appeals to many people -- and from which mechanical complexity can be a bothersome distraction; to which it can, indeed (as in the combat sub-game's bloating in 3e and 4e, and skill-denying "skill challenges"), be a tiresome, time-consuming barrier hard to hurdle.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5027511, member: 80487"] I agree with this: That makes me wonder about this: That looks like a contradiction, and in fact what I find in old D&D is the free potential for [b]unlimited types of characters[/b] that Sadrik's earlier statements seem to predict one ought to find. It is really quite beyond me where he finds any "restrictions" laid down. All I can figure is that he chose to impose them on himself, arbitrarily waiting for the explicit, minute point-by-point permissions of 3e. Well, what follows? Just what he seemed -- again -- to predict above: the flip side of "needing" and getting permission for A is [i]not[/i] being permitted B or C. Thus, one chooses to get stuck with "a very limited group of character possibilities" (expanding bit by bit with the purchase of expansion sets at $35, or whatever, each). Adequate [b]examples[/b] suffice for the old-style gamer, who does not expect everything to be as limited as in a computer program. Got a rule for bows? Cool -- that's the essence needed for anything further along that line, from an arquebus to a laser gun. The original [i]Marvel Super Heroes[/i] set does not need to give specifics for a long list of super powers, only to demonstrate how to use the game-mechanical tools to represent whatever one wants. Nor does it need a rigorous system of points values or anything like that, because it is [b]not a set of rules for wargame tournaments[/b]. Artificial "army lists" are of limited interest for historical campaigns, which are naturally more concerned with actual orders of battle. The RPG started out more like that, and some D&Ders still lean more toward playing characters on adventures in worlds than toward mustering forces for tournament-style play. That rules-bound, "by the books" style can only ever encompass a subset of the possibilities. For that reason, I favor making its apparatus a [i]supplement to[/i] the fundamental necessities -- not making it the ubiquitous foundation that is constantly demanding attention, as WotC has done. I expect this may be not just unpalatable but simply hard to grasp for the hardcore "gamers" steeped in the abstract-reductionist mode of thinking about the game. It would hardly be worth the trouble of addressing if a very simplistic approach were likely to satisfy enough of us. The problem is that D&D has an inherent [i]non-quantified, situational[/i] complexity that appeals to many people -- and from which mechanical complexity can be a bothersome distraction; to which it can, indeed (as in the combat sub-game's bloating in 3e and 4e, and skill-denying "skill challenges"), be a tiresome, time-consuming barrier hard to hurdle. [/QUOTE]
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