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
New Legends and Lore:Head of the Class
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="I'm A Banana" data-source="post: 5621234" data-attributes="member: 2067"><p>I think the same thing that causes that optimism is the same thing that causes some other problems.</p><p></p><p>When you assume a "complex" game and then just give a pre-fab, you run into problems in that parts sometimes are more complex than you'd like, and parts are sometimes simpler than you'd like. </p><p></p><p>For instance, <em>Essentials</em> provides a pretty simple (for 4e) character creation process, but combat is still an intimately detailed process of spatial reasoning and interruptions and action economies. You can give the fighter an aura instead of a mark, but an interrupt is an interrupt and the interactions between OA's, interrupts, shifts, reactions, and the like are still CRAZY complex. There's no good way to make that simpler. </p><p></p><p>There's also no good way to make the noncombat more complex. I'm absolutely positive that the feylock in my Sunday games would have much rather gained some sort of noncombat charm power than an additional use of <em>Icy Skewer</em> at 3rd level. The thief might have rather had some sort of acrobatic talent rather than an additional <em>Backstab</em>. But exploration and interaction aren't things that we get character options for in 4e by and large, so they just got bigger fightin' guns. </p><p></p><p>I think it's generally true that it's easier to add complexity than to take it away, so starting with a simple fighter or mage build, and then <em>adding layers of complexity to it</em> would probably be a better approach than starting with a complex fighter or mage build, and providing one straggling option for folks who want to take it easy. </p><p></p><p>That would also let you turn up the dial slowly, in bits and pieces, to make your complexity a la carte rather than one "newb option" and letting everything else get complicated.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5621234, member: 2067"] I think the same thing that causes that optimism is the same thing that causes some other problems. When you assume a "complex" game and then just give a pre-fab, you run into problems in that parts sometimes are more complex than you'd like, and parts are sometimes simpler than you'd like. For instance, [I]Essentials[/I] provides a pretty simple (for 4e) character creation process, but combat is still an intimately detailed process of spatial reasoning and interruptions and action economies. You can give the fighter an aura instead of a mark, but an interrupt is an interrupt and the interactions between OA's, interrupts, shifts, reactions, and the like are still CRAZY complex. There's no good way to make that simpler. There's also no good way to make the noncombat more complex. I'm absolutely positive that the feylock in my Sunday games would have much rather gained some sort of noncombat charm power than an additional use of [I]Icy Skewer[/I] at 3rd level. The thief might have rather had some sort of acrobatic talent rather than an additional [I]Backstab[/I]. But exploration and interaction aren't things that we get character options for in 4e by and large, so they just got bigger fightin' guns. I think it's generally true that it's easier to add complexity than to take it away, so starting with a simple fighter or mage build, and then [I]adding layers of complexity to it[/I] would probably be a better approach than starting with a complex fighter or mage build, and providing one straggling option for folks who want to take it easy. That would also let you turn up the dial slowly, in bits and pieces, to make your complexity a la carte rather than one "newb option" and letting everything else get complicated. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New Legends and Lore:Head of the Class
Top