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How Crunchy is Too Crunchy, For You Personally
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<blockquote data-quote="Celebrim" data-source="post: 9217413" data-attributes="member: 4937"><p>There are two distinctive types of crunch - compile time crunch and runtime crunch.</p><p></p><p>Compile time crunch is what it takes to set up the game. I'm pretty resilient to compile time crunch, but it needs to be less than say GURPS or Hero. </p><p></p><p>Run time crunch on the other hand is what it takes to arbitrate a proposition in the game and that needs to be pretty light. You need at most and at minimum the difficulty, the player skill, and a situational modifier as input. Less than that doesn't work. More than that doesn't work. Most systems manage that just fine though some of them fail for lack of difficulty as an input or because situational modifiers are too hard to kludge into the system. So if a system fails it's usually because it does too much with situational modifiers making the mental overhead of tracking them too complicated. 5e does too little with both difficulty and situational modifier IMO, whereas 3e does too much with situational modifier. Somewhere in the middle would probably be my sweet spot.</p><p></p><p>There are rare cases where a system fails drastically though and two that come to mind would be Mouse Guard and FUDGE where the system manages to be both overly crunchy and at the same time has horrible resolution mechanics. FATE Core is also very much in this situation.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9217413, member: 4937"] There are two distinctive types of crunch - compile time crunch and runtime crunch. Compile time crunch is what it takes to set up the game. I'm pretty resilient to compile time crunch, but it needs to be less than say GURPS or Hero. Run time crunch on the other hand is what it takes to arbitrate a proposition in the game and that needs to be pretty light. You need at most and at minimum the difficulty, the player skill, and a situational modifier as input. Less than that doesn't work. More than that doesn't work. Most systems manage that just fine though some of them fail for lack of difficulty as an input or because situational modifiers are too hard to kludge into the system. So if a system fails it's usually because it does too much with situational modifiers making the mental overhead of tracking them too complicated. 5e does too little with both difficulty and situational modifier IMO, whereas 3e does too much with situational modifier. Somewhere in the middle would probably be my sweet spot. There are rare cases where a system fails drastically though and two that come to mind would be Mouse Guard and FUDGE where the system manages to be both overly crunchy and at the same time has horrible resolution mechanics. FATE Core is also very much in this situation. [/QUOTE]
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