EzekielRaiden
Follower of the Way
I would call that a pretty minimal conclusion. We can get a much more useful conclusion from it.Yes? It “proves” (I mean, it doesn’t really prove anything, it’s an anecdote) that players will trade complexity for even a relatively simple power boost. Which only demonstrates that some players aren’t attached to the fiddly complexity and prefer “numbers go up”.
If you give people the choice between something more fiddly than they care about right at this moment, and something obviously useful and completely passive, they'll choose the latter 9 times out of 10.
That doesn't mean they'll be happier 9 out of 10 times. And that's precisely the problem that I feel has affected so much of 5e's design. It treats ALL complexity as ALWAYS the enemy unless it's magic (which almost always specifically means neo-Vancian spellcasting), in which case, the sky's the limit, be as complex as you want. That's...kind of a problem, because it's a totalizing and polarizing perspective on something that should be far more distributed.
Because I've seen the exact same trade happen in reverse. People trading away a couple of stat points for some obviously useful active effects. I mean, isn't that very literally why you had so many people hating on the poor +N sword back in the "D&D Next" days? (God, why are D&D playtests so stupidly named...) How "boring" and "basic" such options are, and how they crowd out all the cool and interesting things because they're so boring and basic while still being useful? How people wanted "magic to feel magical again" and all that...less-than-nuanced argumentation, to be as polite as humanly possible.
There are people in my Monday 5.5e group that would not trade away their weapon masteries even for two +2s to their stats. And there are quite a few people who found the 5.0 feats irritating specifically because they did not offer any stats, you always had to choose between doing something cool and new and interesting, and...actually getting better at your core functions.
When the choice is "obviously useful and passive" vs "fiddly, finicky and active" then people are going to choose the former, not because it's passive, but because of its obvious utility. Likewise, when the choice is "obviously useful and active" vs "situational and passive", no prizes for guessing which one people will choose consistently.
And that is precisely why balance is important as a design consideration. When you have unbalanced systems, by definition, you have either "obviously useful" features, or, much MUCH worse, you have "not-obviously harmful" features. Both warp player choice. Both punish unfairly solely because of aesthetic preference. Etc. Balance isn't just some airy-fairy ideal of instantiated perfection. It's literally how we avoid making games that crush player choice beneath the weight of "well it was obviously stronger so I did it" (or, again, MUCH worse, "well I kept being screwed by choosing the cool stuff so I chose the safe, boring options instead").








