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General Tabletop Discussion
D&D Older Editions
Presentation vs design... vs philosophy
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<blockquote data-quote="Manbearcat" data-source="post: 7932692" data-attributes="member: 6696971"><p>Could very well be. I don't know the game holistically enough to have an opinion.</p><p></p><p>The major problems with trying to "bolt on" a "Success With Complications/Costs" paradigm to a game that isn't built around the premise is that the generation of Complications/Costs aren't integrated with the system as a whole. Its especially a problem on games that are as action-economy-intensive as a game like PF2 seems to be as Complications/Costs are meant to be a "snowball effect" generator. You can have very wobbly downstream effects pretty trivially in a system that isn't well-integrated and well-balanced.</p><p></p><p>I suspect its doable, but it would be no small engineering feat to get it right. I'd much, much rather prefer that the designers made this a foundational element of play (elegantly integrated and balanced).</p><p></p><p>There are too many good games out there competing for my interest and time to spend the time necessary to engineer a significant hack (even if the game is otherwise very good...which I suspect PF2 is). I'll just let all of the people who enjoy the game enjoy it (which is something that would have been awesome to happen around 2008-2012)!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7932692, member: 6696971"] Could very well be. I don't know the game holistically enough to have an opinion. The major problems with trying to "bolt on" a "Success With Complications/Costs" paradigm to a game that isn't built around the premise is that the generation of Complications/Costs aren't integrated with the system as a whole. Its especially a problem on games that are as action-economy-intensive as a game like PF2 seems to be as Complications/Costs are meant to be a "snowball effect" generator. You can have very wobbly downstream effects pretty trivially in a system that isn't well-integrated and well-balanced. I suspect its doable, but it would be no small engineering feat to get it right. I'd much, much rather prefer that the designers made this a foundational element of play (elegantly integrated and balanced). There are too many good games out there competing for my interest and time to spend the time necessary to engineer a significant hack (even if the game is otherwise very good...which I suspect PF2 is). I'll just let all of the people who enjoy the game enjoy it (which is something that would have been awesome to happen around 2008-2012)! [/QUOTE]
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