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I Like The Simple Fighter [ducks]
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5949755" data-attributes="member: 710"><p>I have no big issue with it, and there tends to be an overlap anyway. Some tactical decisions are sound because the mechanics support them, some simply because that's logically so. You can't really avoid that.</p><p></p><p>BTW, I only described one variant of complexity in regards to power. In another thread I wrote down two basic directions under this premise: </p><p>A more complex character has more decisions to make at any given time then the simple character. </p><p>Direction 1: While you have more options, they each have a little less effect than that of a simpler class with less decisions. That's kinda the Essentials model, I think. Slayers for example get a lot of passive bonuses they don't make choces about to apply, other than deciding who to attack. A regular "Weapon Master" Fighter makes decision when to use certain powers, and how to apply these power effects (sliding, pushing, pulling...)</p><p>Direction 2: You have more options and more decisions to make, and each have a similar impact on success or failure as the simple fighters missions. This gives you a big variance - if you take lots of bad decision (not necessarily the worst), you're more screwed than the Simple Fighter, but if you picked all the right decisions, you come out vastly ahead. </p><p></p><p>Both directions have their issues. 1 leads to the question "why bother with complexity if it serves no further purpose?", two the problem of balance between effectively played simple and complex fighters (with the risks of power creep in the long run and all that.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5949755, member: 710"] I have no big issue with it, and there tends to be an overlap anyway. Some tactical decisions are sound because the mechanics support them, some simply because that's logically so. You can't really avoid that. BTW, I only described one variant of complexity in regards to power. In another thread I wrote down two basic directions under this premise: A more complex character has more decisions to make at any given time then the simple character. Direction 1: While you have more options, they each have a little less effect than that of a simpler class with less decisions. That's kinda the Essentials model, I think. Slayers for example get a lot of passive bonuses they don't make choces about to apply, other than deciding who to attack. A regular "Weapon Master" Fighter makes decision when to use certain powers, and how to apply these power effects (sliding, pushing, pulling...) Direction 2: You have more options and more decisions to make, and each have a similar impact on success or failure as the simple fighters missions. This gives you a big variance - if you take lots of bad decision (not necessarily the worst), you're more screwed than the Simple Fighter, but if you picked all the right decisions, you come out vastly ahead. Both directions have their issues. 1 leads to the question "why bother with complexity if it serves no further purpose?", two the problem of balance between effectively played simple and complex fighters (with the risks of power creep in the long run and all that.) [/QUOTE]
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I Like The Simple Fighter [ducks]
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