Hussar said:Is this a good way to design games though? Do we really need mechanics that cover 99% of the situations, when we can design simpler mechanics that cover 90% of the situations? How much more complexity do we add in order to cover that last 9%?
What do you think?
I'm of the opinion that it is, but I've never had to deal with the realities of word count and much prefer online media where it's not a big deal that something is 10 lines long as opposed to 14. For print media, the realities of word count often cause that last 9% to be sacrificed - for White Wolf, they frequently choose to forfeit closing rules loopholes that lead to stupidly broken things, and for 4e D&D, they seem to be choosing to forfeit closing rules loopholes that lead to outcomes that seem absurd in the game world.
(Which is part of why I plan on creating my own unholy hybrid of 3e and 4e for my group's personal use, because I don't have to be enslaved to word count and can cover 8 of that last 9%, hopefully making the game better suited to what my group expects out of an RPG without ratcheting up the complexity too much.
For an example, I think 3e Dispel Magic was an abomination, but 4e's is so narrow as to not be worthy of the term Dispel Magic as it stands. The new Mirror Image is likewise greatly simplified, but also comes across as incredibly dumb.)