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General Tabletop Discussion
*TTRPGs General
Some random (and potentially pointless) musings on system simplicity and complexity
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<blockquote data-quote="Umbran" data-source="post: 898946" data-attributes="member: 177"><p>I'll vote yes, 3E is simpler. I'll expand that to say that it is simpler, yet more elaborate. And I'll use mathematics as an analogy - 3E is akin to a fractal. The Mandelbrot set, for example.</p><p></p><p>A fractal image <em>seems</em> very complicated, until you look very closely, and realist that it is basically composed of the same image repeated over and over with only slight variation (in mathematics, this is called "self-similarity"). All the combat manuvers are bascially repetitions of the same task-resolution mechanics, many different abilities are handled with teh same feat-acquisition mechanic. Rise in many different forms of power are handled with the same "class levelling" mechanic, and so on.</p><p></p><p></p><p> </p><p>Creativity does not follow logic, or a schedule. While some ideas have necessary precursors (you cannot have a "feat chain" before you have "feats"), in general ideas come when they come. The fact that it "makes sense" in retrospect does not at all measure how likely it was that somebody in a position to implement it would come up with the idea.</p></blockquote><p></p>
[QUOTE="Umbran, post: 898946, member: 177"] I'll vote yes, 3E is simpler. I'll expand that to say that it is simpler, yet more elaborate. And I'll use mathematics as an analogy - 3E is akin to a fractal. The Mandelbrot set, for example. A fractal image [i]seems[/i] very complicated, until you look very closely, and realist that it is basically composed of the same image repeated over and over with only slight variation (in mathematics, this is called "self-similarity"). All the combat manuvers are bascially repetitions of the same task-resolution mechanics, many different abilities are handled with teh same feat-acquisition mechanic. Rise in many different forms of power are handled with the same "class levelling" mechanic, and so on. Creativity does not follow logic, or a schedule. While some ideas have necessary precursors (you cannot have a "feat chain" before you have "feats"), in general ideas come when they come. The fact that it "makes sense" in retrospect does not at all measure how likely it was that somebody in a position to implement it would come up with the idea. [/QUOTE]
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Some random (and potentially pointless) musings on system simplicity and complexity
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