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<blockquote data-quote="Mr.Satan" data-source="post: 5371284" data-attributes="member: 92340"><p>Simplicity is not the key to good design. In fact, the best designs are more often than not the most complex ones. All anyone needs to do to realize this is to look at the majority of museum art pieces. Nearly all of them are possessed of a complexity that would boggle the lesser mind, yet still captivate it with their beauty.</p><p></p><p>Abilities in templates hardly become obsolete. Unless, of course, they are outpaced by similar, yet superior, abilities from overlapping templates. While they may see little use in COMBAT (more MMORPG thinking I'm seeing), they have a myriad of applicable uses in NON-combat scenarios (which is more for ROLE-playing than the ROLL-playing that is seen in 4E games). </p><p></p><p>Artifact limitations...I never did like that concept. It made very little sense to tie in equipment with a creature's challenge rating. Equipment can be lost or destroyed, even mimicked or replicated. Equipment is something anyone can acquire. It makes as much sense to limit artifacts as it does to add a Death Star (clearly a technological artifact) as a modifier to an individual's challenge rating. It's equipment and little more. Sure...it's symbolic equipment...but so was that +1 longsword your character got from his grandfather. </p><p></p><p>In my games I've found it best to simply award all divinities with extra divine ability slots equal to 1/3 their ECL and allow them to acquire artifacts separately. Artifacts are already limited enough by their difficult, expensive, and time consuming creation processes. So much so that it's unlikely for any given deity to even bother creating them and more likely that they will just steal them from existing deities that have them or encounter them as treasure.</p><p></p><p>Final note...</p><p></p><p>Simplicity typically seems best to those that are prone to laziness or procrastination or simply lack the time or attention span to do anything that requires more thorough deliberation. Simplicity is highly overrated and more often than not is simply someone cutting corners or seeking the easy way out. It has it's time and place and it doesn't belong in game design unless you're playing some variation of tic-tac-toe. </p><p></p><p>Not meaning to offend, but it has been proven time and time again.</p></blockquote><p></p>
[QUOTE="Mr.Satan, post: 5371284, member: 92340"] Simplicity is not the key to good design. In fact, the best designs are more often than not the most complex ones. All anyone needs to do to realize this is to look at the majority of museum art pieces. Nearly all of them are possessed of a complexity that would boggle the lesser mind, yet still captivate it with their beauty. Abilities in templates hardly become obsolete. Unless, of course, they are outpaced by similar, yet superior, abilities from overlapping templates. While they may see little use in COMBAT (more MMORPG thinking I'm seeing), they have a myriad of applicable uses in NON-combat scenarios (which is more for ROLE-playing than the ROLL-playing that is seen in 4E games). Artifact limitations...I never did like that concept. It made very little sense to tie in equipment with a creature's challenge rating. Equipment can be lost or destroyed, even mimicked or replicated. Equipment is something anyone can acquire. It makes as much sense to limit artifacts as it does to add a Death Star (clearly a technological artifact) as a modifier to an individual's challenge rating. It's equipment and little more. Sure...it's symbolic equipment...but so was that +1 longsword your character got from his grandfather. In my games I've found it best to simply award all divinities with extra divine ability slots equal to 1/3 their ECL and allow them to acquire artifacts separately. Artifacts are already limited enough by their difficult, expensive, and time consuming creation processes. So much so that it's unlikely for any given deity to even bother creating them and more likely that they will just steal them from existing deities that have them or encounter them as treasure. Final note... Simplicity typically seems best to those that are prone to laziness or procrastination or simply lack the time or attention span to do anything that requires more thorough deliberation. Simplicity is highly overrated and more often than not is simply someone cutting corners or seeking the easy way out. It has it's time and place and it doesn't belong in game design unless you're playing some variation of tic-tac-toe. Not meaning to offend, but it has been proven time and time again. [/QUOTE]
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