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General Tabletop Discussion
*TTRPGs General
The Knock On effect and Complexity Complaints
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<blockquote data-quote="jdrakeh" data-source="post: 3100481" data-attributes="member: 13892"><p>Well, I'll be honest -- the complexity of the DM side of things can be overbearing at times. I have <em>zero</em> issues with complexity as a player, though. The things that make D&D complex for me as a GM come in two forms -- feats and skills. </p><p></p><p>In the RAW, each feat and skill is essentially a rule system unto itself with very specific mechanical effects that work around the rest of the rules (in the case of feats) or very specific conditions and DCs that attach (in the case of skills). </p><p></p><p>I think that True20 has the most honest definition of feats ever -- "Feats allow heroes to 'break the rules' in certain ways..." And, in point of fact, that's exactly what feats do -- they make an end run around other rules in the game. </p><p></p><p>Now, taken in small doses, this kind of minutae isn't a problem for me, but D&D really doesn't deliver these things in small does -- the sections on skills and feats in the PHB are dwarfed only by the spell lists at the back of said book. </p><p></p><p>I <em>honestly</em> and <em>genuinely</em> find D&D to be too complex at times (especially once you pile on the supplements), but I really don't buy the "Knock On" effect. Although it is true that implementing ceratin options without thinking ahead can muck things up badly (as certain charcter builds have proven), poor use of DM judgement in this regard can cause this same outcome in <em>any</em> game system.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3100481, member: 13892"] Well, I'll be honest -- the complexity of the DM side of things can be overbearing at times. I have [i]zero[/i] issues with complexity as a player, though. The things that make D&D complex for me as a GM come in two forms -- feats and skills. In the RAW, each feat and skill is essentially a rule system unto itself with very specific mechanical effects that work around the rest of the rules (in the case of feats) or very specific conditions and DCs that attach (in the case of skills). I think that True20 has the most honest definition of feats ever -- "Feats allow heroes to 'break the rules' in certain ways..." And, in point of fact, that's exactly what feats do -- they make an end run around other rules in the game. Now, taken in small doses, this kind of minutae isn't a problem for me, but D&D really doesn't deliver these things in small does -- the sections on skills and feats in the PHB are dwarfed only by the spell lists at the back of said book. I [i]honestly[/i] and [i]genuinely[/i] find D&D to be too complex at times (especially once you pile on the supplements), but I really don't buy the "Knock On" effect. Although it is true that implementing ceratin options without thinking ahead can muck things up badly (as certain charcter builds have proven), poor use of DM judgement in this regard can cause this same outcome in [i]any[/i] game system. [/QUOTE]
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