Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore: customized complexity
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5726036" data-attributes="member: 54877"><p>Well, it isn't as if we have never had options. Whether an option works well or not depends on the medium and what goes around it. Take switching weapons by characters. If we are talking metal miniatures, then making the weapons easily switchable probably results in a miniature that doesn't look as nice. If we make them nicer, then it takes more skill to pull the switch. So we go more abstract and use Lego figures. Fine, if you want switchable weapons--not so hot if you want a painted, realistic looking mini. But for characters, we <strong>expect</strong> to be able to switch weapons, possibly within some limits, but still.</p><p> </p><p>I think part of the problem with D&D historically (all editions) has been "rounding off" the joint in a bad place. It as if we made Lego miniatures with changeable hands. Every weapons comes with a hand attached permanently, and you can pull any figures hand out and replace it with another one. If there is some good technical reason why you need to do it that way, maybe--but it does create some odd side effects. (If I want my figure to have an empty hand, I have to buy an empty hand separately.)</p><p> </p><p>For a more concrete example, take "tripping". Prior to 3E, it was done more or less ad hoc (perhaps with a few monster notes that implied it--not sure). 3E makes this mainly about the character, even allowing feats. 4E makes this completely abstract. But is there any reason why better or worse tripping can't be mainly a function of weapons, plus whatever normal skill a character has? That is, a Fighter 10 probably trips better than a Fighter 1, through normal attack bonuses. And it is a lot easier to trip with a polearm than a shortsword or empty hand. How many effects are like that? If there are several, maybe "attaching" those things to weapons is a good option. If you don't want them attached, simply use the ad hoc method.</p><p> </p><p>A certain amount of "rounding off" in odd places is necessary for a smooth, elegant game. But I think D&D designs have made some less than optimal trades in this regard.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5726036, member: 54877"] Well, it isn't as if we have never had options. Whether an option works well or not depends on the medium and what goes around it. Take switching weapons by characters. If we are talking metal miniatures, then making the weapons easily switchable probably results in a miniature that doesn't look as nice. If we make them nicer, then it takes more skill to pull the switch. So we go more abstract and use Lego figures. Fine, if you want switchable weapons--not so hot if you want a painted, realistic looking mini. But for characters, we [B]expect[/B] to be able to switch weapons, possibly within some limits, but still. I think part of the problem with D&D historically (all editions) has been "rounding off" the joint in a bad place. It as if we made Lego miniatures with changeable hands. Every weapons comes with a hand attached permanently, and you can pull any figures hand out and replace it with another one. If there is some good technical reason why you need to do it that way, maybe--but it does create some odd side effects. (If I want my figure to have an empty hand, I have to buy an empty hand separately.) For a more concrete example, take "tripping". Prior to 3E, it was done more or less ad hoc (perhaps with a few monster notes that implied it--not sure). 3E makes this mainly about the character, even allowing feats. 4E makes this completely abstract. But is there any reason why better or worse tripping can't be mainly a function of weapons, plus whatever normal skill a character has? That is, a Fighter 10 probably trips better than a Fighter 1, through normal attack bonuses. And it is a lot easier to trip with a polearm than a shortsword or empty hand. How many effects are like that? If there are several, maybe "attaching" those things to weapons is a good option. If you don't want them attached, simply use the ad hoc method. A certain amount of "rounding off" in odd places is necessary for a smooth, elegant game. But I think D&D designs have made some less than optimal trades in this regard. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore: customized complexity
Top