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
Mearls talks about how he hates resistances
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="mearls" data-source="post: 4680749" data-attributes="member: 697"><p>I think this goes a little too far. It's fun to have fire wizards, and druids that focus on a winter theme, or whatever, with mechanics that make that interesting. However, the push to simplify is smart.</p><p></p><p>(What follows is a bit of a ramble about game design, but Ed's post struck close to home.)</p><p></p><p>IME, it's easy to add more complexity to a game design, especially when you have a time constraint. Adding stuff feels productive, and you generally add mechanics to other mechanics that already seem to work. You're building on solid ground. The problems are clear, and your new mechanics are going to solve them.</p><p></p><p>Simplifying is tougher because it forces you to make changes that are risky. It's hard to simplify an existing system while keeping its foundation. You usually have to junk that foundation and build something new, even if that something is largely based on the old foundation's intent.</p><p></p><p>Yet, once you have that new foundation, you might find that you can never really understand what you saw in the original in the first place.</p><p></p><p>(And now that I think about it, a generic elemental keyword could be interesting. You could build feats that let you do stuff like give a cold flavor to all your elemental powers, and so on. All the flavor and none of the complexity unless a player asks for it. I have a feeling that someone in this thread already suggested that idea...)</p></blockquote><p></p>
[QUOTE="mearls, post: 4680749, member: 697"] I think this goes a little too far. It's fun to have fire wizards, and druids that focus on a winter theme, or whatever, with mechanics that make that interesting. However, the push to simplify is smart. (What follows is a bit of a ramble about game design, but Ed's post struck close to home.) IME, it's easy to add more complexity to a game design, especially when you have a time constraint. Adding stuff feels productive, and you generally add mechanics to other mechanics that already seem to work. You're building on solid ground. The problems are clear, and your new mechanics are going to solve them. Simplifying is tougher because it forces you to make changes that are risky. It's hard to simplify an existing system while keeping its foundation. You usually have to junk that foundation and build something new, even if that something is largely based on the old foundation's intent. Yet, once you have that new foundation, you might find that you can never really understand what you saw in the original in the first place. (And now that I think about it, a generic elemental keyword could be interesting. You could build feats that let you do stuff like give a cold flavor to all your elemental powers, and so on. All the flavor and none of the complexity unless a player asks for it. I have a feeling that someone in this thread already suggested that idea...) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mearls talks about how he hates resistances
Top