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Spending character generation currency on complexity
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<blockquote data-quote="Saeviomagy" data-source="post: 5637536" data-attributes="member: 5890"><p>Yes, I agree - The thought was just one which struck me that day, and the examples were the best I could come up with in limited time. I think that in order to have strong examples, one would need to design the entire system from the ground up, or it's very hard to add complexity without adding power due to the granularity of the d20 system.</p><p></p><p>[MENTION=5889]Stalker0[/MENTION]</p><p>The idea is not to take abilities that make you good at combat: the idea is that you take abilities which make you good at combat if and only if you implement solid tactical play. Sure having a +2 to hit when you have CA is going to make combat shorter, but ONLY if you have CA. And you only have CA if you consider carefully where you move to and where your allies move to, and that takes more time and thought than just rolling the dice and applying damage.</p><p></p><p>Contrast the abilities in my first post with those in my second: the ones in the second post make the players better at the area that they apply to, while simultaeneously reducing the complexity of that area.</p><p></p><p>[MENTION=4937]Celebrim[/MENTION]</p><p>I'd agree that most gaming issues are social ones, and that with a sufficiently good social environment, any system could be used to play any game. But a game system does serve as a useful aid to fun. That's part of the goal of this idea: to design a game system as an aid to fun rather than as a world simulator.</p><p></p><p>[MENTION=6677983][OMENRPG]Ben[/MENTION]</p><p>On the subject of heavily mixed playstyles: part of the original idea is that since character currency is spent on complexity, one can have an overall less complex game simply by giving everyone less currency, which will narrow the gulf between the combat-heavy and combat-light (or social-heavy and social-light) characters.</p><p></p><p>But ultimately as celebrim said, no system can force everyone to have fun, and some groups will simply have a mix too disparate for there to be a resolution.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5637536, member: 5890"] Yes, I agree - The thought was just one which struck me that day, and the examples were the best I could come up with in limited time. I think that in order to have strong examples, one would need to design the entire system from the ground up, or it's very hard to add complexity without adding power due to the granularity of the d20 system. [MENTION=5889]Stalker0[/MENTION] The idea is not to take abilities that make you good at combat: the idea is that you take abilities which make you good at combat if and only if you implement solid tactical play. Sure having a +2 to hit when you have CA is going to make combat shorter, but ONLY if you have CA. And you only have CA if you consider carefully where you move to and where your allies move to, and that takes more time and thought than just rolling the dice and applying damage. Contrast the abilities in my first post with those in my second: the ones in the second post make the players better at the area that they apply to, while simultaeneously reducing the complexity of that area. [MENTION=4937]Celebrim[/MENTION] I'd agree that most gaming issues are social ones, and that with a sufficiently good social environment, any system could be used to play any game. But a game system does serve as a useful aid to fun. That's part of the goal of this idea: to design a game system as an aid to fun rather than as a world simulator. [MENTION=6677983][OMENRPG]Ben[/MENTION] On the subject of heavily mixed playstyles: part of the original idea is that since character currency is spent on complexity, one can have an overall less complex game simply by giving everyone less currency, which will narrow the gulf between the combat-heavy and combat-light (or social-heavy and social-light) characters. But ultimately as celebrim said, no system can force everyone to have fun, and some groups will simply have a mix too disparate for there to be a resolution. [/QUOTE]
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