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One D&D Overly Complex
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<blockquote data-quote="MNblockhead" data-source="post: 9006355" data-attributes="member: 6796661"><p>I don't mind complexity in character creation and leveling up or in weapon selection as long as once it is on the character sheet it is easy to run.</p><p></p><p>Some classes are more complex to run than other. The wizard is always going to have a lot more choices on what do and some spells are almost mini-rules systems. But that's okay and good for players who like that and put in the time to know their character and its abilities. If they are slowing down the game, they should be playing a different class perhaps. </p><p></p><p>Where complexity detracts the most from the game for me as a DM is tracking effects, especially in combat. When my initiative and round tracker starts looking like a gantt chart, that's more complexity than I want in a game I'm running. VTT software can make this easier (though most don't do a great job at this now), I would rather status effects and conditions not get too fiddly.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9006355, member: 6796661"] I don't mind complexity in character creation and leveling up or in weapon selection as long as once it is on the character sheet it is easy to run. Some classes are more complex to run than other. The wizard is always going to have a lot more choices on what do and some spells are almost mini-rules systems. But that's okay and good for players who like that and put in the time to know their character and its abilities. If they are slowing down the game, they should be playing a different class perhaps. Where complexity detracts the most from the game for me as a DM is tracking effects, especially in combat. When my initiative and round tracker starts looking like a gantt chart, that's more complexity than I want in a game I'm running. VTT software can make this easier (though most don't do a great job at this now), I would rather status effects and conditions not get too fiddly. [/QUOTE]
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