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
*TTRPGs General
Rules Light/Rules Heavy Graph
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="Blue" data-source="post: 7367872" data-attributes="member: 20564"><p>Creation complexity and table complexity can be related, but that doesn't mean they are the same.</p><p></p><p>Let me take 5e for example. Picture the complexity when you first started playing/running -- before you had built up a working knowledge of the classes and spells.</p><p></p><p>Now consider adding just the character portions of XGtE (chapters 1 & 3) to the PHB. You've just increased character creation/leveling complexity a good deal. There are a lot more choices for subclasses, a load mroe intereactions if you allow multiclassing, a bunch of new spells.</p><p></p><p>You've definitely increased character creation/advancement complexity, say 30% to pull out a number. But did you have a linear increase in complexity at the table? No. You may have had a slight increase as there's less overlap in spells or something, but your complexity for within a session is pretty flat.</p><p></p><p>Amber Diceless had a light mechanical table complexity, while it had a more involved character creation process that included as part of it several bidding wars between players.</p><p></p><p>Take the "rating 10" HERO system. It's character creation and advancement are extremely open-ended and math-tastic. That fully deserved to be the heavy-weight champion of character creation. But at the table, it's maybe a 8. There's a limited number of options, they are spelled out. Combat (as a proxy for mechanical complexity) takes a long time, but part of that is the many-rounds nature of the combat in order to represent the genre. I'm not saying it's not heavy, but the table complexity rating is not the same weight as the creation/advancement complexity.</p><p></p><p>And to take a step further, HERO has been a staple in the Supers genre for so long through so many editions and expansions in part because of how all-inclusive the creation system is. No system is for everyone and this isn't an exception, but continued commercial success I think shows that creation complexity need not be a turn off for players.</p><p></p><p>Again, that's a big call on the system. Twilight 2000 had a complex character creation that didn't have the payoff for that level of complexity -- there it easily could drive players off like you said. </p><p></p><p>So an appropriate level of character complexity to support mechanically the genre seems to be the sweet spot, even if that is higher in complexity. And while character complexity often informs table complexity, I feel it's a mistake to assume that they move in lockstep.</p></blockquote><p></p>
[QUOTE="Blue, post: 7367872, member: 20564"] Creation complexity and table complexity can be related, but that doesn't mean they are the same. Let me take 5e for example. Picture the complexity when you first started playing/running -- before you had built up a working knowledge of the classes and spells. Now consider adding just the character portions of XGtE (chapters 1 & 3) to the PHB. You've just increased character creation/leveling complexity a good deal. There are a lot more choices for subclasses, a load mroe intereactions if you allow multiclassing, a bunch of new spells. You've definitely increased character creation/advancement complexity, say 30% to pull out a number. But did you have a linear increase in complexity at the table? No. You may have had a slight increase as there's less overlap in spells or something, but your complexity for within a session is pretty flat. Amber Diceless had a light mechanical table complexity, while it had a more involved character creation process that included as part of it several bidding wars between players. Take the "rating 10" HERO system. It's character creation and advancement are extremely open-ended and math-tastic. That fully deserved to be the heavy-weight champion of character creation. But at the table, it's maybe a 8. There's a limited number of options, they are spelled out. Combat (as a proxy for mechanical complexity) takes a long time, but part of that is the many-rounds nature of the combat in order to represent the genre. I'm not saying it's not heavy, but the table complexity rating is not the same weight as the creation/advancement complexity. And to take a step further, HERO has been a staple in the Supers genre for so long through so many editions and expansions in part because of how all-inclusive the creation system is. No system is for everyone and this isn't an exception, but continued commercial success I think shows that creation complexity need not be a turn off for players. Again, that's a big call on the system. Twilight 2000 had a complex character creation that didn't have the payoff for that level of complexity -- there it easily could drive players off like you said. So an appropriate level of character complexity to support mechanically the genre seems to be the sweet spot, even if that is higher in complexity. And while character complexity often informs table complexity, I feel it's a mistake to assume that they move in lockstep. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Rules Light/Rules Heavy Graph
Top