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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8107621" data-attributes="member: 70468"><p>Assuming that you omitted checks for Earn Income out of brevity, your proposed replacement for Craft involves more rolls than the one out of the box. Even if Earn Income doesn’t require a roll (meaning that skill is no longer a factor), it still takes longer! With the core Craft activity, I can make whatever I want in 4 days provided that I have the money to cover the cost. Yours requires <em>at least four weeks </em>to Earn Income half the cost of the item. If downtime is presumably limited, how is that an improvement?</p><p></p><p>It also makes dealing with Earn Income mandatory instead of something you can optionally include if you don’t want to pay for the rest of the item. Instead of just focusing on the thing I want (“I want a <em>+1 longsword</em>, so I pay half the cost, make this check, pay the rest out of pocket, and yay sword.”), I have to go engage some other set of rules and then come back.</p><p></p><p>We seem to have way different ideas of what <em>simple</em> means. For me, simplicity in a game is where like things work alike. The mechanics are consistent with few exceptions baked into the core. If I’m engaging in task resolution, I do that the same way instead of using different methods depending on the situation, task, skill, or whatever. If I run into an unexpected situation, the game gives me tools I can use adjudicate it. That doesn’t mean enumerating everything. Just a framework for determining what happens and calling for checks is enough.</p><p></p><p>The game can build stuff on top of that. In fact, it probably should. It’s not a whole lot of fun getting a new game then realizing you have to put it together before you can play it. When it comes time to manage that complexity, it should be layered in such a way that it lets me (the GM) and players focus on the task at hand. If I’ve already internalized most of the system, and I need to look something up, then I shouldn’t have to parse what I need out of a bunch of unrelated text.</p><p></p><p>We also seem to value things like color, verisimilitude, and having a world that makes some kind of sense differently. I don’t typically run heroic fantasy games. I like running games about just plain adventurers. That’s not for everyone, and that’s fine because systems like D&D and Pathfinder support mine as well as other styles of play. If we strip away all the things you identify as clutter, then what’s left? I fear it’d be a system that would be strongly oriented towards one style of game and that couldn’t do others as well as it does currently.</p></blockquote><p></p>
[QUOTE="kenada, post: 8107621, member: 70468"] Assuming that you omitted checks for Earn Income out of brevity, your proposed replacement for Craft involves more rolls than the one out of the box. Even if Earn Income doesn’t require a roll (meaning that skill is no longer a factor), it still takes longer! With the core Craft activity, I can make whatever I want in 4 days provided that I have the money to cover the cost. Yours requires [I]at least four weeks [/I]to Earn Income half the cost of the item. If downtime is presumably limited, how is that an improvement? It also makes dealing with Earn Income mandatory instead of something you can optionally include if you don’t want to pay for the rest of the item. Instead of just focusing on the thing I want (“I want a [I]+1 longsword[/I], so I pay half the cost, make this check, pay the rest out of pocket, and yay sword.”), I have to go engage some other set of rules and then come back. We seem to have way different ideas of what [I]simple[/I] means. For me, simplicity in a game is where like things work alike. The mechanics are consistent with few exceptions baked into the core. If I’m engaging in task resolution, I do that the same way instead of using different methods depending on the situation, task, skill, or whatever. If I run into an unexpected situation, the game gives me tools I can use adjudicate it. That doesn’t mean enumerating everything. Just a framework for determining what happens and calling for checks is enough. The game can build stuff on top of that. In fact, it probably should. It’s not a whole lot of fun getting a new game then realizing you have to put it together before you can play it. When it comes time to manage that complexity, it should be layered in such a way that it lets me (the GM) and players focus on the task at hand. If I’ve already internalized most of the system, and I need to look something up, then I shouldn’t have to parse what I need out of a bunch of unrelated text. We also seem to value things like color, verisimilitude, and having a world that makes some kind of sense differently. I don’t typically run heroic fantasy games. I like running games about just plain adventurers. That’s not for everyone, and that’s fine because systems like D&D and Pathfinder support mine as well as other styles of play. If we strip away all the things you identify as clutter, then what’s left? I fear it’d be a system that would be strongly oriented towards one style of game and that couldn’t do others as well as it does currently. [/QUOTE]
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