The "I Didn't Comment in Another Thread" Thread

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When vague rumors arent enough to go berserk on a ranting spree, create a fictional backlash against a produce.

A - ''There's massive backlash against this new produce! Look, they broke the sacred canon!''
B - ''hummm....there's only you....''
A - ''But I post a lot of opinions about it, that makes it massive!''
B - ''sure...''

or

A - ''They changed something I care about, how dare they?''
B - '' ..right..hum...here's a post by YOU arguing exactly the opposite''
A - ignores it ''CRAP PRODUCT, CRAP PRODUCT, CRAP PRODUCT''

I never said (Presidential Candidate Muskie) was (taking a powerful hallucinogenic drug), I said there was a rumor in Milwaukee that he was. Which was true, and I started the rumor in Milwaukee. If you read that carefully, I’m a very accurate journalist.
-Hunter S. Thompson
 

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With or without Possibility use? Without, honestly, its a not exceptionally difficult table-read, which isn't that big a deal unless you hate table reads.
From my perspective, the Bonus Chart is an added bit of complexity, but (a) it opens up the possibility of open-ended rolls but with very small probabilities of truly extreme results which to me is worth the extra step, and (b) the rest of the system is pretty smooth, so there's room for a bit of complexity at that end.

At least we don't need to deal with the Power Push table in TORG: Eternity.
 

From my perspective, the Bonus Chart is an added bit of complexity, but (a) it opens up the possibility of open-ended rolls but with very small probabilities of truly extreme results which to me is worth the extra step, and (b) the rest of the system is pretty smooth, so there's room for a bit of complexity at that end.

At least we don't need to deal with the Power Push table in TORG: Eternity.
I'll need to look up the Push Table. Like I said, up thread, I haven't dug into the mechanics yet but have the rules and all Cosm books for 2e. I remember something being said about "fixing" combat during the original Kickstarter.

I agree about the bonus chart. Smoothing things out to +1 per 5 above a certain number takes into account the really nuts rolls quite well. In a very out of the norm incident for me I managed to roll something like 84, with a combination of 10s and 20s, when using a bow on a dragon in Aysle. It was with the same Elven Monk character as I have previously described dodging machinegun fire while disconnecting and rolling something like eight 1s when trying to reconnect, in Nippon Tech, so I guess the "Glory" roll was my reward for that.
 

Until, of course, you have that player who "forgets" that it's not the dice roll but rather the generated bonus that you add to skill/attribute. Every session. For a two year long campaign.

I love the system. After playing something like Space Opera or Aftermath, the TORG dice mechanics are trivial. I still have to dig into second edition to see what they've done to it though.

Well, there are always going to be people who can't handle anything but the simplest systems. I'm not sold that's a reason to only do the simplest systems.
 

Well, there are always going to be people who can't handle anything but the simplest systems. I'm not sold that's a reason to only do the simplest systems.

Certainly not!

But I also think that the more you ratchet up the complexity, the more potential customers you lose. There's probably a "sweet spot" (obviously, if people just wanted the simplest system possible, we would all be playing one-page rules lite games!), and there are certainly people that prefer more complex systems ...

But generally, complexity comes with a cost. 5e is hardly overly complex, and yet I've seen many players struggle with just the options they are presented on the most basic classes.
 



And the more customers you lose, the smaller the player base is, and the harder it is to find a good game.

I would agree. I often think that the issues people are posting about (such as the "Dominant RPG/Company" thread, or any one of the interminable thread about 5e) often boil down to the same issue- the question of network effects in TTRPGs.

While on-line play has ameliorated this somewhat, it is true that gaming is a social hobby. In other words, the more people that play a particular game, the easier it is to find other people to play that game. Once you have that mass of people that play a game, it tends to be self-reinforcing. People play X, because other people play X, and therefore it is easier to find a game of X.

Which is a pattern I have seen repeated in my play. When I am looking for a new group, it is usually D&D. After a while, the group is established, and we will branch out and try other games. Rinse, repeat.
 

Well, there are always going to be people who can't handle anything but the simplest systems. I'm not sold that's a reason to only do the simplest systems.
"Forgot" is in quotes because he most definitely didn't actually forget. He was using it as an excuse for his improbably high totals. He was also a dice cheat. Specifically, the one who would constantly be creating the munchkinized versions of my characters, as I outlined in a previous post.
 


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