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Master The Index Card RPG In This Collected Edition
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<blockquote data-quote="evildmguy" data-source="post: 8541285" data-attributes="member: 6092"><p>I find this part interesting because for me, it's the exact opposite. If I have a simple system and try to add in a new sub system or change a rule, I don't know how it will change other parts. if I have a complex system, though, I find it easier to remove something and understand how that will work. </p><p></p><p>For me, I think of 1E/2E v 3E/PF. 1E/2E was a generic system that's pretty simple at the core. Add in psionics, either version, and it really changes things sometimes in wonky ways that are hard to predict. I think of the other things they did at that time, like break the stats into two parts, try to do piecemail armor, or create spells points. All of those did weird things, like one spell point system allowing a hundred first level spells, or at least twenty third level spells, or two ninth level spells. It made the simple system a lot more extreme, which is tougher to judge or understand how the new parts will fit in with the rest. Adding in the 2E kits really changed things as well. This kit plays well with the core rules but that one means everyone need to take a kit or the character outshines everyone. I'm looking at you, Bladesinger. </p><p></p><p>3E/PF is more complex and a lot more moving parts but they work together better, imo, and it is easier to figure out what happens if you make changes or use other sub systems. Take iterative attacks. I have done normal iterative attacks with penalties and also iterative attacks without penalties. I understood that it made combat more deadly. Three action economy is another thing that makes combat deadly, with penalties or not, due to more attacks at early levels. Maybe it's because more thought was put into it? Sure, they couldn't see all feat combinations, so there are still edge cases but it's a lot more predictable, imo. </p><p></p><p>Obviously the OP and I differ on that, which is fine! It's also true that even after starting in 1E, playing in 2E, that 3E/PF1 just hit my sweet spot, so I know it so well. </p><p></p><p>I also think that this might be too much like FATE and while also a great game, my group never got into it. I tend to have players that like to be entertained, not have to do that much work on the story. They are happy to leave that part up to me.</p><p></p><p>Thanks for the article!</p></blockquote><p></p>
[QUOTE="evildmguy, post: 8541285, member: 6092"] I find this part interesting because for me, it's the exact opposite. If I have a simple system and try to add in a new sub system or change a rule, I don't know how it will change other parts. if I have a complex system, though, I find it easier to remove something and understand how that will work. For me, I think of 1E/2E v 3E/PF. 1E/2E was a generic system that's pretty simple at the core. Add in psionics, either version, and it really changes things sometimes in wonky ways that are hard to predict. I think of the other things they did at that time, like break the stats into two parts, try to do piecemail armor, or create spells points. All of those did weird things, like one spell point system allowing a hundred first level spells, or at least twenty third level spells, or two ninth level spells. It made the simple system a lot more extreme, which is tougher to judge or understand how the new parts will fit in with the rest. Adding in the 2E kits really changed things as well. This kit plays well with the core rules but that one means everyone need to take a kit or the character outshines everyone. I'm looking at you, Bladesinger. 3E/PF is more complex and a lot more moving parts but they work together better, imo, and it is easier to figure out what happens if you make changes or use other sub systems. Take iterative attacks. I have done normal iterative attacks with penalties and also iterative attacks without penalties. I understood that it made combat more deadly. Three action economy is another thing that makes combat deadly, with penalties or not, due to more attacks at early levels. Maybe it's because more thought was put into it? Sure, they couldn't see all feat combinations, so there are still edge cases but it's a lot more predictable, imo. Obviously the OP and I differ on that, which is fine! It's also true that even after starting in 1E, playing in 2E, that 3E/PF1 just hit my sweet spot, so I know it so well. I also think that this might be too much like FATE and while also a great game, my group never got into it. I tend to have players that like to be entertained, not have to do that much work on the story. They are happy to leave that part up to me. Thanks for the article! [/QUOTE]
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