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<blockquote data-quote="Indaarys" data-source="post: 9348455" data-attributes="member: 7040941"><p>If a procedure is complex, it probably isn't what I'd call solid.</p><p></p><p>While I'm naturally on the other side of this discussion, I don't think whats being argued for here is tabletop calculus. Having adequate procedures to cover the trappings of the gameworld isn't the same thing as having complex procedures.</p><p></p><p>For example in my game I have probably the most realistic take on how someone would "Get Lost", which is based in directly simulating how Navigational Drift works.</p><p></p><p>But I can explain the procedure in a single sentence.</p><p></p><p><em>Every 12 miles travelled, your path will have a 50% chance of shifting 1 hex to either the left or right, and this can be mitigated by a party member utilizing the</em> Set Course <em>action, or by following a road.</em></p><p></p><p>This is ezpz of course, and for context, Set Course induces a "Pacing" penalty, basically limiting how far you can go, and following Roads fixes your Pacing to a set value depending on the quality if the Road.</p><p></p><p>Its a roll to move system, and the Party's building up their Pacing (or not) through their various Travel Actions.</p><p></p><p>Getting lost here is not just realistic, as it directly simulates how navigation actually works, but is dead simple, and much less arbitrary and feels bad.</p><p></p><p></p><p></p><p>Indeed. This is why I came up with the Quantum Enemy, which I now just call the Enemy Block.</p><p></p><p>Generic stat blocks that let you improvise a fully mechanized enemy, from lowly mooks to full on Boss level mobs, on the fly. They're not as bespoke as a dedicated stat block, but if the partys fighting something that never had a Stat block in the first place, well there you go.</p><p></p><p>They'll also pull double duty as a canvas for people to design their own bespoke Blocks without having to learn any convoluted math.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 9348455, member: 7040941"] If a procedure is complex, it probably isn't what I'd call solid. While I'm naturally on the other side of this discussion, I don't think whats being argued for here is tabletop calculus. Having adequate procedures to cover the trappings of the gameworld isn't the same thing as having complex procedures. For example in my game I have probably the most realistic take on how someone would "Get Lost", which is based in directly simulating how Navigational Drift works. But I can explain the procedure in a single sentence. [I]Every 12 miles travelled, your path will have a 50% chance of shifting 1 hex to either the left or right, and this can be mitigated by a party member utilizing the[/I] Set Course [I]action, or by following a road.[/I] This is ezpz of course, and for context, Set Course induces a "Pacing" penalty, basically limiting how far you can go, and following Roads fixes your Pacing to a set value depending on the quality if the Road. Its a roll to move system, and the Party's building up their Pacing (or not) through their various Travel Actions. Getting lost here is not just realistic, as it directly simulates how navigation actually works, but is dead simple, and much less arbitrary and feels bad. Indeed. This is why I came up with the Quantum Enemy, which I now just call the Enemy Block. Generic stat blocks that let you improvise a fully mechanized enemy, from lowly mooks to full on Boss level mobs, on the fly. They're not as bespoke as a dedicated stat block, but if the partys fighting something that never had a Stat block in the first place, well there you go. They'll also pull double duty as a canvas for people to design their own bespoke Blocks without having to learn any convoluted math. [/QUOTE]
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