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
Community
General Tabletop Discussion
*TTRPGs General
Peril - wherein RangerWickett reinvents the wheel
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="ruemere" data-source="post: 7932427" data-attributes="member: 5515"><p>I believe I need to expand on my take a bit.</p><p></p><p>I'm a fan of minimalistic design. I like when there are details and exceptions, but my firm rule is that they are to be reigned in. Limited to several choices, with glut and +1 bonuses removed. With special abilities using precise, single-sentence, descriptions.</p><p></p><p>To me, 13th Age and Blades in the Dark represent important milestone achievements in design. 13th Age statblock contains only relevant bits with universal interaction mechanics covering the rest. Blades in the Dark provides a legible, easy and diabolically minimalistic PC character sheet with all mechanical exceptions grouped in a simple format.</p><p>There are flaws, faults, inadequacies and missteps here and there, but once I read both systems, once I put them to use, I realized how many incredibly unimportant details are in PF2.</p><p></p><p>And then I read White Hack. A fully realized system with potentially high level of complexity (certainly higher than your typical OSR core) on 66 pages of paper (less if you drop setting and scenario bits).</p><p></p><p>The way I see it PF2 attempts (and gloriously fails) to provide a complete system for everything. 670 pages. Ugh. So many conditions (vs. 7 effects of 13th Age). So many items (since when Conan needed so many freaking little trinkets?). And tags. Tags galore... it's as if a code developer had a field day with refactoring a complex app.</p><p></p><p>The three games up there prove that such grand designs are not really necessary. To create complexity all you need is Cartesian product of perpendicular concepts, not a thousand incrementally different variants.</p><p></p><p>So:</p><p>Boudica <NAME>, Level 7, A Martial <GROUP>, A Barbarian <GROUP>, A Monarch <GROUP>, A Charioteer <GROUP>, A General <GROUP></p><p></p><p>Each <GROUP> grants level gated Moves.</p><p>Groups are not equal, I would assume that Barbarian Group and Martial Group are special, they bring class defining abilities. Monarch, Charioteer and General are probably just profession and social status designates that can be leveraged for universal Knowledge and Action moves.</p><p></p><p>Each Group grants Group relevant Knowledge check move ("I am a Monarch, I should know the members of that royal family")</p><p>Each Group grants Group relevant Action check move ("I am a General, I order them to do this")</p><p></p><p>The Martial Group provides a set of Moves that go beyond simple Attack, Defend and Disengage. A character picks from the pool up to the limit of the Level. A Power Attack, A Feint, An Ultimate All-Out Combo. Etc.</p><p></p><p>The Barbarian would be all about improved HP. The knowledges and checks - see above.</p><p></p><p>And there would be also special class Moves:</p><p>Martial Barbarian RAGE</p><p></p><p>From here, one would need to sift through PF2 and pick class defining items, while ignoring the rest, and making sure that the number of choices at any time is low enough to allow players to enjoy the game without consulting a book on yet another trivia item.</p><p></p><p>There. This is my take on both PF2 and your document - if it is not clear, I applaud the idea, regardless of how many little bits you keep <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ruemere, post: 7932427, member: 5515"] I believe I need to expand on my take a bit. I'm a fan of minimalistic design. I like when there are details and exceptions, but my firm rule is that they are to be reigned in. Limited to several choices, with glut and +1 bonuses removed. With special abilities using precise, single-sentence, descriptions. To me, 13th Age and Blades in the Dark represent important milestone achievements in design. 13th Age statblock contains only relevant bits with universal interaction mechanics covering the rest. Blades in the Dark provides a legible, easy and diabolically minimalistic PC character sheet with all mechanical exceptions grouped in a simple format. There are flaws, faults, inadequacies and missteps here and there, but once I read both systems, once I put them to use, I realized how many incredibly unimportant details are in PF2. And then I read White Hack. A fully realized system with potentially high level of complexity (certainly higher than your typical OSR core) on 66 pages of paper (less if you drop setting and scenario bits). The way I see it PF2 attempts (and gloriously fails) to provide a complete system for everything. 670 pages. Ugh. So many conditions (vs. 7 effects of 13th Age). So many items (since when Conan needed so many freaking little trinkets?). And tags. Tags galore... it's as if a code developer had a field day with refactoring a complex app. The three games up there prove that such grand designs are not really necessary. To create complexity all you need is Cartesian product of perpendicular concepts, not a thousand incrementally different variants. So: Boudica <NAME>, Level 7, A Martial <GROUP>, A Barbarian <GROUP>, A Monarch <GROUP>, A Charioteer <GROUP>, A General <GROUP> Each <GROUP> grants level gated Moves. Groups are not equal, I would assume that Barbarian Group and Martial Group are special, they bring class defining abilities. Monarch, Charioteer and General are probably just profession and social status designates that can be leveraged for universal Knowledge and Action moves. Each Group grants Group relevant Knowledge check move ("I am a Monarch, I should know the members of that royal family") Each Group grants Group relevant Action check move ("I am a General, I order them to do this") The Martial Group provides a set of Moves that go beyond simple Attack, Defend and Disengage. A character picks from the pool up to the limit of the Level. A Power Attack, A Feint, An Ultimate All-Out Combo. Etc. The Barbarian would be all about improved HP. The knowledges and checks - see above. And there would be also special class Moves: Martial Barbarian RAGE From here, one would need to sift through PF2 and pick class defining items, while ignoring the rest, and making sure that the number of choices at any time is low enough to allow players to enjoy the game without consulting a book on yet another trivia item. There. This is my take on both PF2 and your document - if it is not clear, I applaud the idea, regardless of how many little bits you keep :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Peril - wherein RangerWickett reinvents the wheel
Top