The two games that I know that have a simple contest/complex contest mechanic that are meant to be used in tandem (depending on the table's preferences as to how much detail is warranted) are BW and HW/Q. I imagine there are other games like this too.
In both these games, the character build rules yield featurs/attributes/abilities/whatever that can be used in either simple or complex checks. This is a bit like 4e's skills - these can be used for a skill check, or a skill challenge; and a bit like 4e's attack bonuses - these can used both to attack a minion, or to attack a normal monster. If we think more about the 4e example, we also note that many powers do variable damage and/or inflict effects on a hit - if all the combat was against minions, this would be wasted rules text. So the existence of this rules text creates obvious pressure to have some combats against non-minions (of course, pressure for that comes from other places as well!). HW/Q and BW don't tend to have this sort of stuff - PC abilities/resources that can only be used in complex challenges.
The promise of those two systems is that, as far as prospects for success go, it shouldn't matter whether you use a simple or a complex resolution mechanic, and as far as choosing a mechanic is concerned, it shouldn't matter which PC is brought to the table. The choice should be driven only by considerations of pacing/player buy-in/etc. In practice, I assume that the odds of various outcomes are affected by choice of resolution mechanic - apart from anything else, I'd expect going for multiple die rolls over one die roll to reduce the swinginess somewhat. But the mathematical comparison between simple and complex is very involved and I haven't done it. I don't know, but I suspect, that the designers have relied more on playtesting than on maths to achieve a sense of "balance" or "equality" between simple and complex mechanics. (Notoriously, 4e is still grappling with this issue in its ongoing revision of DC numbers, skill challenge 'advantages', guidelines on what DC to use in what sort of challenge involving what sort of PC, etc.)
Right, and since you may use either (or one of the several) combat systems at any given point in play in those systems it is less of an issue. There could be the oddity that my bard is awesome if the abstract system is used and sucks if the tactical system is used, but at least my resources apply in some situations. In Mearls' proposal by contrast you'd be playing with module X OR Y, but once you pick tactical combat then my bard just sucks... Or you have to now provide a whole alternate set of resources or hacks to all of a whole set of resources when you introduce the tactical combat module to fix all of that. It is fairly easy to see this becoming unworkable quite quickly.
I'm not sure what you have in mind here, so am not sure if I agree. I've tried to explain how in HW/Q and BW, the qualitively different complex resolution mechanicsm aren't meant to make a given score in a given attribute more or less significant in one version of resolution than the other.
This is just a flaw in design. For modules to work in the way Mearls is talking about, I think this just has to be corrected. (Before the brawler fighter was published, or the improved grappling feat, I had implemented a house rule that grabs, bull rushes etc get a +2/+4 bonus at paragon/epic tier.)
Sure, and when you design a system all in one shot you can easily correct those things (even if it doesn't always manage to actually get fixed). Even here though we can see how including enhancement bonus threw things off, as I'm guessing they dealt with the consequences of magic items AFTER they roughed out the core math. Supposing items were a 'module' in a modular system, well, this example would be easily fixable as you've outlined, but there would certainly be a lot of these kinds of things that would come up as each module interacted with the core.
Some people have suggested limiting modules to only tweaking some sort of restricted "API" of things in the core, but I feel like that is a pretty harsh restriction to place on modules (IE no, no, you can't make a module that affects AC, that's off limits).
I don't know if I follow all of this, but I think I follow at least some of it.
It made lots of sense late at night. Try having a couple drinks and staying up for 24 hours and read it again
The bit about "approach" and "PC food rules" seems right to me. It's going to be hard to have a good, coherent game in which it is meant to be viable to treat rations and other resources both in a very abstract, "test your resource attribute" sort of way, but also in a "did you remember to buy enough food while you were in town" sort of way. The second approach, for example, requires fewer attributes on the PC sheet (no "resources" attribute) but brings a particular element of D&D play that's always been very central - gp - into the equation. How is all this to be balanced and reconciled? Dunno.
The earlier paragraph, about combat vs exploration, is a bit more hazy to me. But why, in exploration, can't I use rules provisions to get an advantage (eg I use a charge of my Wand of Metal Detection or take a swig of my Treasure Finding Potion). And in combat why can't I draw on my story resources - like using my dedication to Bahamut to help me fight this cleric of Bane, or - to be even more metagamey - using my earlier pleasant conversation with the captain of the guard to bring it about that he turns up to help me out when I'm being overwhelmed by a couple of assassins in a dark alley (The Riddle of Steel allows the first sort of "story resource", andh HeroWars/Quest both sorts of "story resources", to figure into combat).
Right, I think that all makes sense, modulo how 'meta-game' you want to get with that kind of thing, but fundamentally that's kind of a separate question I think. The real question again is with the value of resources under different variations of the rules.
For these sorts of cases - like "will the muddy ground factor into the fight" or "will they have a special advantage against a Roper because they've got a lot of bottles of spirits and really good Escape checks" - I think you're right. A game like HW/Q relies on these sorts of tactical issues not factoring into resolution in the same way as in D&D - rather - to the extent that they are relevant at all - they generally provide augments, and augments can be applied in either simple or complex contests.
In BW, I think that that sort of detail is going to get lost if you go for simple rather than complex resolution - just as damage rolls and effects, in 4e, get lost if all you're fighting is minions. I think the BW attitude to this is the same as the 4e attitude to fights with minions - you win some, you lose some, it will all come out in the wash! The less plausible, and the more like desperate handwaving, that that seems, the less viable the "modules" idea will look, I think.
Right, and this is kind of the beating heart of the issue. Is it possible to make a set of modules such that choice of alternates won't change the balance of value of resources so much that it breaks other modules. Again, people have suggested that modules only expose a limited set of things that can be tweaked by other modules, but that doesn't help with this kind of question. If tactical factors are not important in the simple combat module or represented in a very different way (as they almost have to be) then items, powers, feats, etc will have significantly different values under each system. Again this is not too big a problem if you start out with a design where you know what all the alternatives are. When you contemplate adding new versions of existing subsystems later on it seems like it would get ugly.
Personally, I would expect Mearls' modules - if they move from hypothetical to actual - to look more like HARP than like BW. Which gives rise to the "fracturing" concern that I voiced upthread (as did others - including you?).
Right. I would expect adding modules would create almost geometric increases in complexity and issues. A system with 3 parts where 2 are replacements for each other is fairly trivial, there are just 2 instances interactions between the 2, so there is a single increment of added complexity. Now add a 4th module that relies on either of the previous 2 permutations (IE you have A, B or C, and D) you have now ABD and ACD on top of AB and AC. So you now have 4 increments of added complexity, and 4 different sets of values that every element in the game might potentially have. It isn't too hard to balance 2 things against each other, but it gets a good bit harder with 4, especially if the balancing is say between abstract combat and tactical combat, or between say a spell point system and Vancian casting.