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<blockquote data-quote="Thomas Shey" data-source="post: 9112481" data-attributes="member: 7026617"><p>Note I said "relatively" light. Its got a common resolution metric that's used most places, and the bookkeeping is usually pretty simple. In a lot of games few or no characters are interacting with the powers system so managing all the exception-based elements there is moot, and (keeping in mind that Retreater's issues were with his players grasping it) the lists of weapons and such is only relevant to the degree a given player uses them, and how many different weapons are most players going to use? Two? Three?</p><p></p><p>At the GM end, the fact most opponents are not Wild Cards makes managing them pretty simple, too, which is why some large-group battles are more practical than in a lot of games.</p><p></p><p>There are a lot of combat options, but as I mentioned, you either can have those, not have those, or make them largely arbitrary GM calls. I don't really see there being a meaningful fourth case there, and the first is pretty much going to increase some complexity where it occurs.</p><p></p><p>But I don't see SW having as much practical overhead as most games in the D&D sphere, honestly. Its certainly as simple or simpler than 13th Age, Shadow of the Demon Lord or PF2e for examples I know well, and significantly simpler than PF1e/D&D3e.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9112481, member: 7026617"] Note I said "relatively" light. Its got a common resolution metric that's used most places, and the bookkeeping is usually pretty simple. In a lot of games few or no characters are interacting with the powers system so managing all the exception-based elements there is moot, and (keeping in mind that Retreater's issues were with his players grasping it) the lists of weapons and such is only relevant to the degree a given player uses them, and how many different weapons are most players going to use? Two? Three? At the GM end, the fact most opponents are not Wild Cards makes managing them pretty simple, too, which is why some large-group battles are more practical than in a lot of games. There are a lot of combat options, but as I mentioned, you either can have those, not have those, or make them largely arbitrary GM calls. I don't really see there being a meaningful fourth case there, and the first is pretty much going to increase some complexity where it occurs. But I don't see SW having as much practical overhead as most games in the D&D sphere, honestly. Its certainly as simple or simpler than 13th Age, Shadow of the Demon Lord or PF2e for examples I know well, and significantly simpler than PF1e/D&D3e. [/QUOTE]
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