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I Like The Simple Fighter [ducks]
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<blockquote data-quote="Mark CMG" data-source="post: 5949433" data-attributes="member: 10479"><p>I'm not sure there have been many opportunities to see if this would or would not happen. Certainly when bringing a new player aboard this is likely to happen. Some examples of groups above and elsewhere suggest there is a variance of players in any given group such that some would choose simple or complex over the other no matter what others might choose in the group if given the choice. This is certainly seen directly in some editions where certain classes were clearly more complex to play than others. Naw, I've got to expect the opposite and would suggest it more likely that groups will consist of both if the chance to do so exists.</p><p></p><p></p><p></p><p></p><p></p><p>So, despite the premise being that some folks simply prefer a more complex game for its own sake, you suggest that if not given a clear advantage by playing the more complex character class the simple class would be chosen by nearly everyone? That seems like a different discussion than I've been engaging in thus far and more to do with the type of player rather than design theory regarding class balance.</p><p></p><p></p><p></p><p></p><p></p><p>I think I would design in the other direction and suggest that players should mot always be looking for an advantage over the others in their group, strive for balance across the board, and design with those who like complexity for complexity's sake in mind.</p><p></p><p></p><p></p><p></p><p></p><p>I do not disagree that there could always be players who are far better than other players in the same group, and that there always is a spectrum of player skill at any table, as no two players are ever exactly of identical skill level. But I don't think bringing power creep forward into the core and abandoning any attempt at class balance is a good answer to a problem for which the designers have no control. Recognizing a problem for which there is likely no solution is no reason to throw up ones hands over a problem that can be affected through smart design.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5949433, member: 10479"] I'm not sure there have been many opportunities to see if this would or would not happen. Certainly when bringing a new player aboard this is likely to happen. Some examples of groups above and elsewhere suggest there is a variance of players in any given group such that some would choose simple or complex over the other no matter what others might choose in the group if given the choice. This is certainly seen directly in some editions where certain classes were clearly more complex to play than others. Naw, I've got to expect the opposite and would suggest it more likely that groups will consist of both if the chance to do so exists. So, despite the premise being that some folks simply prefer a more complex game for its own sake, you suggest that if not given a clear advantage by playing the more complex character class the simple class would be chosen by nearly everyone? That seems like a different discussion than I've been engaging in thus far and more to do with the type of player rather than design theory regarding class balance. I think I would design in the other direction and suggest that players should mot always be looking for an advantage over the others in their group, strive for balance across the board, and design with those who like complexity for complexity's sake in mind. I do not disagree that there could always be players who are far better than other players in the same group, and that there always is a spectrum of player skill at any table, as no two players are ever exactly of identical skill level. But I don't think bringing power creep forward into the core and abandoning any attempt at class balance is a good answer to a problem for which the designers have no control. Recognizing a problem for which there is likely no solution is no reason to throw up ones hands over a problem that can be affected through smart design. [/QUOTE]
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