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Reducing Options to Increase Fun
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<blockquote data-quote="Smoss" data-source="post: 5258989" data-attributes="member: 82115"><p>Another thing I have found that helps is how a system's rules tie together. For example - 3E with its options like grapple, etc. They do not have the same flow and ease as other rules - are completely separate. Now make that grapple the same as any other attack and give it a different effect than damage. Simpler, easier to use if it follows the same rule conventions.</p><p></p><p>That is just a simple example but the point is that good integration of rules makes them easier (and faster) to use. There is a reason psionics felt tacked on in most of D&D. It was not integrated with the rest of the system. Grapple feels that way in 3e. One of my main goals when creating my system was to find a "paradigm" and to follow it for all rules and roles.</p><p></p><p>Of course for me, in the end it came down to TWO similar paradigms (1 - Match a target number. 2- Beat a Threshold). But it has made all the bits of the system work together. And makes balance easy (Same targets/thresholds for all skills, attacks, etc).</p><p></p><p>It seems one could add a LOT of things someone could do (options) without adding much complexity if the way to resolve it remains the same. Thoughts?</p><p>-------------------------------------</p><p>Smoss</p><p><a href="http://sites.google.com/site/doulairen/" target="_blank">Doulairen</a></p><p>Or go directly to details on my RPG system:</p><p><a href="http://sites.google.com/site/doulairen/Doulairen/sixth-age/rpg-system/" target="_blank">Doulairen: RPG System</a></p></blockquote><p></p>
[QUOTE="Smoss, post: 5258989, member: 82115"] Another thing I have found that helps is how a system's rules tie together. For example - 3E with its options like grapple, etc. They do not have the same flow and ease as other rules - are completely separate. Now make that grapple the same as any other attack and give it a different effect than damage. Simpler, easier to use if it follows the same rule conventions. That is just a simple example but the point is that good integration of rules makes them easier (and faster) to use. There is a reason psionics felt tacked on in most of D&D. It was not integrated with the rest of the system. Grapple feels that way in 3e. One of my main goals when creating my system was to find a "paradigm" and to follow it for all rules and roles. Of course for me, in the end it came down to TWO similar paradigms (1 - Match a target number. 2- Beat a Threshold). But it has made all the bits of the system work together. And makes balance easy (Same targets/thresholds for all skills, attacks, etc). It seems one could add a LOT of things someone could do (options) without adding much complexity if the way to resolve it remains the same. Thoughts? ------------------------------------- Smoss [url=http://sites.google.com/site/doulairen/]Doulairen[/url] Or go directly to details on my RPG system: [url=http://sites.google.com/site/doulairen/Doulairen/sixth-age/rpg-system/]Doulairen: RPG System[/url] [/QUOTE]
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