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General Tabletop Discussion
*Pathfinder & Starfinder
Mike Mearls comments on design
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3930960" data-attributes="member: 710"><p>Adding spells, feats, classes and so on doesn't have to make a game complicated. The only complicated thing canl be deciding what to pick (and that's a good complication in my eyes)</p><p></p><p>If the game is overly complicated, it doesn't help the game at all. People will not buy supplements because things got more complicated. </p><p>Supplements that make things more complicated are like the 3rd edition Shadowrun expanded cyberware rules in "Man & Machine". Previously (Core rulebook only), you implanted your cyberware and subtracted the essence cost. If you replaced the cyberware, you didn't get essence back, but you could spend the lost essence for something else. With the cyberware rules in a supplement, the doctor had to make multiple skill checks (planning operation, performing operation, providing after-operation health care), and the essence loss couldn't just be filled up with something else, you first had to "re-enable" the lost points, so to speak. <em>That</em>'s complicating rules with supplements. It was certainly not a mandatory rule, but, well, it was there...</p><p></p><p>But adding a new type of cyberware didn't make the system more complicated (at least not per se). Nor did adding a new spell. </p><p></p><p>But you're certainly right on one point: Feats, Talents, Spells, and Classes can make the game more profitable. </p><p>But that's not only reason to do it. All these rules exist to provide players a possibility to express their character in mechanical terms. It depends a lot on personal play style how important (and thus how needed) this is, but I think often enough people want the possibility to do exactly this. Roleplaying Games are not just playing a role, they are also playing a game, and it's nice if the game enforces the role we want to play instead of glossing over it.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3930960, member: 710"] Adding spells, feats, classes and so on doesn't have to make a game complicated. The only complicated thing canl be deciding what to pick (and that's a good complication in my eyes) If the game is overly complicated, it doesn't help the game at all. People will not buy supplements because things got more complicated. Supplements that make things more complicated are like the 3rd edition Shadowrun expanded cyberware rules in "Man & Machine". Previously (Core rulebook only), you implanted your cyberware and subtracted the essence cost. If you replaced the cyberware, you didn't get essence back, but you could spend the lost essence for something else. With the cyberware rules in a supplement, the doctor had to make multiple skill checks (planning operation, performing operation, providing after-operation health care), and the essence loss couldn't just be filled up with something else, you first had to "re-enable" the lost points, so to speak. [i]That[/i]'s complicating rules with supplements. It was certainly not a mandatory rule, but, well, it was there... But adding a new type of cyberware didn't make the system more complicated (at least not per se). Nor did adding a new spell. But you're certainly right on one point: Feats, Talents, Spells, and Classes can make the game more profitable. But that's not only reason to do it. All these rules exist to provide players a possibility to express their character in mechanical terms. It depends a lot on personal play style how important (and thus how needed) this is, but I think often enough people want the possibility to do exactly this. Roleplaying Games are not just playing a role, they are also playing a game, and it's nice if the game enforces the role we want to play instead of glossing over it. [/QUOTE]
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