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How Complex Should D&D Be?
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<blockquote data-quote="Dausuul" data-source="post: 5028326" data-attributes="member: 58197"><p>The problem with these is that keeping them balanced against each other is insanely difficult. It tends to work out in one of three ways:</p><p></p><ol> <li data-xf-list-type="ol">The class-less option allows you to mix-and-match and produce combos that are way stronger than anything prefab. In this case, prefab builds become "traps."</li> <li data-xf-list-type="ol">To prevent #1, class-less options get nerfed into oblivion, so that there are only a few ways to build class-less characters who can match the power of the prefabs. In essence, class-less now consists of a handful of ill-conceived prefabs, plus a bunch of traps.</li> <li data-xf-list-type="ol">To prevent #1 and #2, prefab and class-less are developed into two distinct games. You have now split your product line down the middle. Sales of player splatbooks, which make up the bulk of your revenue, are effectively cut in half; and trying to keep all your other books compatible with both versions is going to be a monumental headache.</li> </ol><p>Lots of games have tried the "prefabs for the newbies + custom builds for the advanced players" approach. I have never seen it work out well in practice. When was the last time you saw anyone actually play one of those pre-designed characters in the Player's Handbook?</p><p></p><p>I think a game needs to choose its position on the spectrum. You can be prix fixe or you can be a la carte, or somewhere in between; but you can't stand at both ends of the spectrum at once. Prix fixe is by far the more newbie-friendly approach, and IMO that makes it better suited to D&D as the "gateway game" that introduces most newbies to the world of RPGs.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5028326, member: 58197"] The problem with these is that keeping them balanced against each other is insanely difficult. It tends to work out in one of three ways: [LIST=1] [*]The class-less option allows you to mix-and-match and produce combos that are way stronger than anything prefab. In this case, prefab builds become "traps." [*]To prevent #1, class-less options get nerfed into oblivion, so that there are only a few ways to build class-less characters who can match the power of the prefabs. In essence, class-less now consists of a handful of ill-conceived prefabs, plus a bunch of traps. [*]To prevent #1 and #2, prefab and class-less are developed into two distinct games. You have now split your product line down the middle. Sales of player splatbooks, which make up the bulk of your revenue, are effectively cut in half; and trying to keep all your other books compatible with both versions is going to be a monumental headache. [/LIST] Lots of games have tried the "prefabs for the newbies + custom builds for the advanced players" approach. I have never seen it work out well in practice. When was the last time you saw anyone actually play one of those pre-designed characters in the Player's Handbook? I think a game needs to choose its position on the spectrum. You can be prix fixe or you can be a la carte, or somewhere in between; but you can't stand at both ends of the spectrum at once. Prix fixe is by far the more newbie-friendly approach, and IMO that makes it better suited to D&D as the "gateway game" that introduces most newbies to the world of RPGs. [/QUOTE]
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