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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rule of Three 3/6
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="howandwhy99" data-source="post: 5844055" data-attributes="member: 3192"><p>I think complexity often times gets broken down into quantity of options. In terms of power it is actually better to have more options than fewer even if every option is rated at the same within a single situation. (I'm guessing combat here)</p><p></p><p>A more diverse quantity of options will increase that power even more. Hit point damage 7 ways is nice, but 7 consequences with only only being HP damage is more diverse and therefore more powerful. The benefit of diversity is the player has an easier job of accounting for a variety of challenges than someone who doesn't have diverse abilities. They can use that rigorously measured power effect in more situations, so they can be more flexibly powerful.</p><p></p><p>More complex classes are harder to play like more complex games. This is the drawback. However having no benefit whatsoever for that difficulty doesn't make sense to me. Perhaps the play difficulty could be a handicap for players and that is why the article claims parity? It is a longer road in terms of putting the pieces together to act more effectually, but ultimately having more options means awesome play will win out. </p><p></p><p>On the flip side, the simple class is reliably powerful in easy to remember ways leading to a different kind of satisfaction.</p><p></p><p></p><p></p><p>Also, I agree with KM up there about the different varieties of monsters. Ravenloft is an awesome dungeon with a roaming boss fight somewhere in it. With the vampire's ability to escape and evade this fight could be had several times. Ultimately winning could amount to pounding a stake through his chest, which may be anti-climactic. The thing is, I would not go out of my way to make sure that final meeting is so by predetermining it. If it were to be a combat, it doesn't need to last 20 rounds and the stake pounding doesn't need to go on for 10 of them. OTOH, if your players said "we really prefer epic, cinematic BBEG fights" then build a whole set piece and make sure every element is included. It's just not the only satisfying way of playing.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5844055, member: 3192"] I think complexity often times gets broken down into quantity of options. In terms of power it is actually better to have more options than fewer even if every option is rated at the same within a single situation. (I'm guessing combat here) A more diverse quantity of options will increase that power even more. Hit point damage 7 ways is nice, but 7 consequences with only only being HP damage is more diverse and therefore more powerful. The benefit of diversity is the player has an easier job of accounting for a variety of challenges than someone who doesn't have diverse abilities. They can use that rigorously measured power effect in more situations, so they can be more flexibly powerful. More complex classes are harder to play like more complex games. This is the drawback. However having no benefit whatsoever for that difficulty doesn't make sense to me. Perhaps the play difficulty could be a handicap for players and that is why the article claims parity? It is a longer road in terms of putting the pieces together to act more effectually, but ultimately having more options means awesome play will win out. On the flip side, the simple class is reliably powerful in easy to remember ways leading to a different kind of satisfaction. Also, I agree with KM up there about the different varieties of monsters. Ravenloft is an awesome dungeon with a roaming boss fight somewhere in it. With the vampire's ability to escape and evade this fight could be had several times. Ultimately winning could amount to pounding a stake through his chest, which may be anti-climactic. The thing is, I would not go out of my way to make sure that final meeting is so by predetermining it. If it were to be a combat, it doesn't need to last 20 rounds and the stake pounding doesn't need to go on for 10 of them. OTOH, if your players said "we really prefer epic, cinematic BBEG fights" then build a whole set piece and make sure every element is included. It's just not the only satisfying way of playing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rule of Three 3/6
Top