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<blockquote data-quote="TerraDave" data-source="post: 5496162" data-attributes="member: 22260"><p>The part I put in bold is a good summary. </p><p></p><p>Mearls has a picture of PO:C&T, a book a I know too well. It introduced, for example, attacks of opertunity. And it was complicated! 3E (and through 3E 4E) drew on it, but each iteration was, thank the gods, a simplification.</p><p></p><p>Since the very begining, RPGs have been made more complicated through the addition of various systems and subsystems, often featuring various tables, and roles, and rules, and corner cases, and unintended consequences. There has been a lot of this over the years. </p><p></p><p>Each edition of D&D has generally taken up some of this and refined it, while rejecting much of the rest. Each edition has also through some new complexity into the mix. </p><p></p><p>The thing is that complexity is <em>easy</em>. Trying to achieve the same thing, ie the same choices, same play, same simulation, etc, with simpler, more elegant rules, is <em>hard</em>. The goal of the D&D (or any game) designer is to give players and DMs the right number and mix of options, choices, interactions, and outcomes, with the right feel and style, as simply as possible.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5496162, member: 22260"] The part I put in bold is a good summary. Mearls has a picture of PO:C&T, a book a I know too well. It introduced, for example, attacks of opertunity. And it was complicated! 3E (and through 3E 4E) drew on it, but each iteration was, thank the gods, a simplification. Since the very begining, RPGs have been made more complicated through the addition of various systems and subsystems, often featuring various tables, and roles, and rules, and corner cases, and unintended consequences. There has been a lot of this over the years. Each edition of D&D has generally taken up some of this and refined it, while rejecting much of the rest. Each edition has also through some new complexity into the mix. The thing is that complexity is [I]easy[/I]. Trying to achieve the same thing, ie the same choices, same play, same simulation, etc, with simpler, more elegant rules, is [I]hard[/I]. The goal of the D&D (or any game) designer is to give players and DMs the right number and mix of options, choices, interactions, and outcomes, with the right feel and style, as simply as possible. [/QUOTE]
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