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<blockquote data-quote="Dragonblade" data-source="post: 2399338" data-attributes="member: 2804"><p>Ryan Dancey said one of the things they wanted to engineer was a system with complexity that increases over time. This is to reward mastery of the game.</p><p></p><p>I agree with this in general. BUT, there is one problem, which I think is contributing to some people seeking out games like C&C. That complexity needs to be variable depending on the preferences of the group or individual. In other words, if I just want to role-play a fighter that I have envisioned, but I don't want to spend time picking out feats, allocating a lot of skill points, or what have you, the game should allow me to create a quick fighter, of any level.</p><p></p><p>However, those players who do like to pick every last feat and min/max their character to the Nth degree should have that desire supported by the same ruleset. They should be rewarded for their mastery of the complex rules system.</p><p></p><p>Now here is the kicker: Both characters, the one just thrown together and the one carefully crafted should both be viable builds without one being significantly unbalanced vs. the other. Furthermore, both players should feel that their characters are special and do something that other characters, even ones with similar builds, do not.</p><p></p><p>Failing that, the system needs to be designed so that increasing complexity does not also lead to an increase in prep time, character gen time, or combat time.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 2399338, member: 2804"] Ryan Dancey said one of the things they wanted to engineer was a system with complexity that increases over time. This is to reward mastery of the game. I agree with this in general. BUT, there is one problem, which I think is contributing to some people seeking out games like C&C. That complexity needs to be variable depending on the preferences of the group or individual. In other words, if I just want to role-play a fighter that I have envisioned, but I don't want to spend time picking out feats, allocating a lot of skill points, or what have you, the game should allow me to create a quick fighter, of any level. However, those players who do like to pick every last feat and min/max their character to the Nth degree should have that desire supported by the same ruleset. They should be rewarded for their mastery of the complex rules system. Now here is the kicker: Both characters, the one just thrown together and the one carefully crafted should both be viable builds without one being significantly unbalanced vs. the other. Furthermore, both players should feel that their characters are special and do something that other characters, even ones with similar builds, do not. Failing that, the system needs to be designed so that increasing complexity does not also lead to an increase in prep time, character gen time, or combat time. [/QUOTE]
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