Pedantic
Legend
No, that's conflating variance with not actually doing design work. Can a level 5 party break a curse? How many rooms are they likely to handle in an average dungeon before death without resting? Is tunneling through walls an alpha strategy below level 6, and would tuning damage thresholds on stone change that?To what end result, though?
Is it your goal that the system be designed such that those five same-game tests produce very close to - or exactly - the same results on each play-through?
I want those questions to be considered, so that the end user of the product doesn't need to.
....if there's a bell-curve of results, by definition the fight can't be perfectly predictable? I think that's a pretty reasonable output in general though. How does a 4 person party do against an ettercap? 2 ettercaps? What if they're all rogues? Should the game have player advice indicating the all rogue party is a bad idea, or should the game strive to maintain similar levels of expected difficulty regardless of party composition? I want the game to have the answers to those questions in mind when it was designed, and provide them to me.Is it your goal that those endless monster fight simulations and data-filled spreadsheets lead to a system where said fights are 100% predictable, as in "here's the precise bell-curve of what'll happen when characters a-b-c-d take on monsters x-y-z"?
That's really beside the point. We can know all of those things, and still have variability in encounters. We can even make decisions like about say, how often PCs should die in encounters, and then use that to inform other parts of the design (like character creation). Knowing "a dragon is very likely to kill 4 PCs at level 3" is informative, not determinative. It may still be perfectly appropriate to use a dragon for the adventure or encounter structure you have planned.'Cause if so, I'll get off the bandwagon right now. I don't want combat to be predictable, nor adventures to come out the same every time they're played.
Yes, definitely. Fantasy Craft did a little of this with its "campaign qualities" concept, but it wasn't particularly rigorous and could definitely have gone further. I do just want a list of optional rules with "to make the game harder/grittier, you might consider..." I want to know what a change will mean for the gameplay loop, what incentives will change for players, why that lever isn't tuned that way in the base design, and so on.Now here we agree, though I'd go a step further and suggest they actually propose some of what they expect to be common house rules as options, and discuss the design knock-ons on that basis.