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The Knock On effect and Complexity Complaints
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<blockquote data-quote="ThoughtBubble" data-source="post: 3104504" data-attributes="member: 9723"><p>To the original poster I have to say that, yes, there is a ripple effect that happens form some rules changes. It is a fair assement to say that it is difficult to make changes. There are also a lot of supplements. It is also a fair assement to say that it is easy to make changes.</p><p></p><p>It's called mastery.</p><p></p><p>How many people in the house are game designers?</p><p>How many are amateur game designers?</p><p>How many have designed a game?</p><p>How many people are taking into account the overall game structure, rewards systems and other options available when making changes?</p><p>How many have made alterations to D&D and then run people through it and seen how the rules changes take effect?</p><p>How many have alterations to D&D and ran with it as long as nothing blew up?</p><p>How many people just know that something doesn't feel right, so make a change that brings that part more into place?</p><p></p><p>It's different strata and ranges of the same skill. Like math, art or driving, some people have more talent and some people put more time into it. There is a bar to it, and I know and game with people on both sides of it. Once you're over the bar, it's not so bad, but until then, it's pretty different. </p><p></p><p>Additionally, some sub-systems are way more friendly to adjustments than others. </p><p></p><p>Also, some people care more that change X makes class Y less useful at point W. It's certianly easier to change if you don't care. I mean, seriously, who cares about the <em>monk</em> anyway, right? And so what if large creatures become less threatining now that there aren't AOOs? Oh, that guy on the left does. That's a judgement call.</p><p></p><p>Differing standards, differing capabilities, and differing games. You know it's true.</p><p></p><p>Because sometimes, you just look at something and go "Wow, someone thought that was a good idea, wrote it down, showed it to people, and then <strong>still</strong> thought it was a good idea."</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 3104504, member: 9723"] To the original poster I have to say that, yes, there is a ripple effect that happens form some rules changes. It is a fair assement to say that it is difficult to make changes. There are also a lot of supplements. It is also a fair assement to say that it is easy to make changes. It's called mastery. How many people in the house are game designers? How many are amateur game designers? How many have designed a game? How many people are taking into account the overall game structure, rewards systems and other options available when making changes? How many have made alterations to D&D and then run people through it and seen how the rules changes take effect? How many have alterations to D&D and ran with it as long as nothing blew up? How many people just know that something doesn't feel right, so make a change that brings that part more into place? It's different strata and ranges of the same skill. Like math, art or driving, some people have more talent and some people put more time into it. There is a bar to it, and I know and game with people on both sides of it. Once you're over the bar, it's not so bad, but until then, it's pretty different. Additionally, some sub-systems are way more friendly to adjustments than others. Also, some people care more that change X makes class Y less useful at point W. It's certianly easier to change if you don't care. I mean, seriously, who cares about the [I]monk[/I] anyway, right? And so what if large creatures become less threatining now that there aren't AOOs? Oh, that guy on the left does. That's a judgement call. Differing standards, differing capabilities, and differing games. You know it's true. Because sometimes, you just look at something and go "Wow, someone thought that was a good idea, wrote it down, showed it to people, and then [B]still[/B] thought it was a good idea." [/QUOTE]
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