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<blockquote data-quote="Croesus" data-source="post: 5660391" data-attributes="member: 35019"><p>re: Advantage/Disadvantage systems. While a badly designed system can lead to what you're referencing, well designed ones minimize those issues significantly, and can even be a plus. 1E Champions had a fairly open-ended disad system and sure enough, some players abused it. Later editions of the Hero rules addressed this, and the latest version (6E) does an excellent job of using disads to add flavor to characters, while avoiding the situation in your post above. There are other ways min/max in Hero, but the Disads system is no longer a problem.</p><p></p><p>re: Hit/Miss. I agree that rolling to hit, then being told you really missed gets frustrating. It's one reason why I dislike miss chance in 3.x. That said, it's the number of rolls that bother me more, not so much the result, which leads to my first deal breaker:</p><p></p><p><strong>Overly intricate subsystems with lots of fiddly bits.</strong> No, no, no. I want to play an RPG, and every rule that requires my concentration takes away my focus from the roleplaying part of the game. Too many rules that come up rarely, or in very specific situations, or only for specific classes/races/manuevers/spells/etc. are not a good thing. I can think of at least three different RPG's I've read, but never played, specifically for this reason.</p><p></p><p><strong>Requiring one or more players to play a character they don't enjoy</strong>. This is primarily a problem with class based systems, and can be minimized with good design. I've lost track of the number of times I've played some version and D&D and someone <strong>has</strong> to play the cleric when they don't want to. It's reasonably easy for a GM to avoid requiring a rogue or "face" character, but RAW, it's very difficult to play without a healing character, whether anyone wants to or not. More and more, I prefer classless systems, as they can more easily avoid this issue.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5660391, member: 35019"] re: Advantage/Disadvantage systems. While a badly designed system can lead to what you're referencing, well designed ones minimize those issues significantly, and can even be a plus. 1E Champions had a fairly open-ended disad system and sure enough, some players abused it. Later editions of the Hero rules addressed this, and the latest version (6E) does an excellent job of using disads to add flavor to characters, while avoiding the situation in your post above. There are other ways min/max in Hero, but the Disads system is no longer a problem. re: Hit/Miss. I agree that rolling to hit, then being told you really missed gets frustrating. It's one reason why I dislike miss chance in 3.x. That said, it's the number of rolls that bother me more, not so much the result, which leads to my first deal breaker: [b]Overly intricate subsystems with lots of fiddly bits.[/b] No, no, no. I want to play an RPG, and every rule that requires my concentration takes away my focus from the roleplaying part of the game. Too many rules that come up rarely, or in very specific situations, or only for specific classes/races/manuevers/spells/etc. are not a good thing. I can think of at least three different RPG's I've read, but never played, specifically for this reason. [b]Requiring one or more players to play a character they don't enjoy[/b]. This is primarily a problem with class based systems, and can be minimized with good design. I've lost track of the number of times I've played some version and D&D and someone [b]has[/b] to play the cleric when they don't want to. It's reasonably easy for a GM to avoid requiring a rogue or "face" character, but RAW, it's very difficult to play without a healing character, whether anyone wants to or not. More and more, I prefer classless systems, as they can more easily avoid this issue. [/QUOTE]
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