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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore: What Worked, What Didn't
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<blockquote data-quote="Primal" data-source="post: 6260454" data-attributes="member: 30678"><p>I don't think players will favor stat bumps due to fearing complexity; in a game of bounded accuracy with virtually no temporary modifiers, it's a no-brainer to get that sweet +2 permanent upgrade to your primary attribute(s). Of course, once you hit the maximum in all the scores you want to, it's time to pick some feats (which I thought were more complex than in 3E and 4E anyway, i.e. so-called "super feats"?). </p><p></p><p>Also, doesn't Bless and some bardic/sorcerer spells and features give everyone bonus dice in combat? Seemed to work that way in those live WotC playtests. </p><p></p><p>I understand why people prefer simplicity; but we want at least a certain degree of complexity in my group. I know I could tinker and experiment with the modules, switches and dials, and more complexity by employing them in campaigns ("Guys, tonight we're going with the Wound Points and Power Words, just to try how they feel."). Yet I'm not a young man anymore, and I have less and less time to spend on tinkering and writing stuff each year; maybe I'd have loved Next 25 years ago, but I just don't want (or have time/energy) to house-rule stuff anymore. If the rules don't feel good, there's plenty of other systems out there. As I said, if I want to play a streamlined, simple and innovative system, I'll probably purchase some indie RPG or retroclone.</p></blockquote><p></p>
[QUOTE="Primal, post: 6260454, member: 30678"] I don't think players will favor stat bumps due to fearing complexity; in a game of bounded accuracy with virtually no temporary modifiers, it's a no-brainer to get that sweet +2 permanent upgrade to your primary attribute(s). Of course, once you hit the maximum in all the scores you want to, it's time to pick some feats (which I thought were more complex than in 3E and 4E anyway, i.e. so-called "super feats"?). Also, doesn't Bless and some bardic/sorcerer spells and features give everyone bonus dice in combat? Seemed to work that way in those live WotC playtests. I understand why people prefer simplicity; but we want at least a certain degree of complexity in my group. I know I could tinker and experiment with the modules, switches and dials, and more complexity by employing them in campaigns ("Guys, tonight we're going with the Wound Points and Power Words, just to try how they feel."). Yet I'm not a young man anymore, and I have less and less time to spend on tinkering and writing stuff each year; maybe I'd have loved Next 25 years ago, but I just don't want (or have time/energy) to house-rule stuff anymore. If the rules don't feel good, there's plenty of other systems out there. As I said, if I want to play a streamlined, simple and innovative system, I'll probably purchase some indie RPG or retroclone. [/QUOTE]
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Legends & Lore: What Worked, What Didn't
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