Kamikaze Midget said:Yeah, my experience has been the same. Rules that you don't use and that get forgotten about are not successful interfaces -- they fall by the wayside. Likewise, rules that take too long to use, increase the distance between player and game, and also get trotted out as "bad fun." Too many choices with different mechanics, and some people do get overwhelmed, and then go looking for something simpler, with less choices, with similar mechanics.
Precisely! Each player or group has a different threshold for options or complexity in the decisions - some people like Settlers, some people like Puerto Rico. The interesting thing is when you look at how complex a rule *should* be. In D&D, it makes sense that combat has a number of options - it's an important part of the game. But is a trip attack more complicated than it should be? What about attacks of opportunity?
Your thoughts on choice are dead on, particularly in relation to meaning. To rewind a little, the difference between attempting a trip and a normal attack should have meaning - one should not always be better than the other. However, D&D adds an added layer of meaning to this choice in that I can make one option better by building my character in a certain way. One choice might be better in most circumstances for a specific character, but I have to spend my "resources" (attributes, feats, and so on) to create that situation.