Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The New Design Philosophy?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Hussar" data-source="post: 2972830" data-attributes="member: 22779"><p>THe problem I see with many of these kinds of discussions is that people confuse simplicity with elegance. Not that simple can't be elegant, however, the reverse does not have to be true. A clock is very elegant, however, I don't think anyone would argue that it's simple. </p><p></p><p>An excellent example of this is the difference between older version of energy drain and 3e's version.</p><p></p><p>Prior to 3e, an energy draining creature hit you and you lost x levels. You can't really get much simpler than that. Hit, drop levels, go to half way through the level, press on. That's much simpler than 3e's gain a negative level with its encumbent penalties, followed by a saving throw the next day for a permanent level loss.</p><p></p><p>However, it is far less elegant. The game comes to a grinding halt because of a simple attack by a spectre for example. Say I toss a spectre into an encounter in an adventure in 2e for 6th level characters. The spectre hits the fighter twice and then dies. The fighter is now 2nd level adventuring with a group of 6th level characters.</p><p></p><p>Now, because restoration was pretty much beyond the grasp of a party of that level, either for price or whatever reason, the campaign comes to a grinding halt. You have two choices. Either the party babysits the 2nd level fighter until such time as he becomes useful again, if he ever does, or the character is retired. This means that a minor encounter with a creature throws a huge wrench into my entire campaign. Bob, the fighter player, doesn't want to sit on his hands for the next five sessions until he gains enough xp to pull a little bit more weight and I'm fairly sure the rest of the group isn't too thrilled with having this albatross around their neck.</p><p></p><p>Compare that to 3e mechanics. Same fighter gets whacked for 4 negative levels. A sixth level party has access to lesser restoration most likely, so, while those negative levels are dangerous (since a third hit means dead PC), the effects aren't particularly far reaching, nor do I have to rewrite my entire session (or more) because of a single creature.</p><p></p><p>To me, the 3e mechanics for level drain are far more elegant. Level draining undead are still very dangerous. A small number of hits and you have a dead PC. However, they don't wipe out several weeks worth of gaming while we figure out how to get Bob useful again. </p><p></p><p>An elegant mechanic works very well and doesn't screw up other things. Simple mechanics might be elegant. OTOH, they might be extremely inelegant. The rust monster was another example of this. A throw away monster that could have huge effects far beyond a single encounter. It's not like a rust monster is going to lead to lots of plot or interaction. It's a bloody big lump. It doesn't talk, it doesn't scheme, it doesn't do anything that a trap doesn't do. Yet, using a rust monster can radically alter my campaign.</p><p></p><p>So, I don't use rust monsters. Before 3e I could probably count on one hand the number of times I used level draining undead. Both for the exact same reason. They are mechanics that, while very simple, caused far too many compexities in my game.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2972830, member: 22779"] THe problem I see with many of these kinds of discussions is that people confuse simplicity with elegance. Not that simple can't be elegant, however, the reverse does not have to be true. A clock is very elegant, however, I don't think anyone would argue that it's simple. An excellent example of this is the difference between older version of energy drain and 3e's version. Prior to 3e, an energy draining creature hit you and you lost x levels. You can't really get much simpler than that. Hit, drop levels, go to half way through the level, press on. That's much simpler than 3e's gain a negative level with its encumbent penalties, followed by a saving throw the next day for a permanent level loss. However, it is far less elegant. The game comes to a grinding halt because of a simple attack by a spectre for example. Say I toss a spectre into an encounter in an adventure in 2e for 6th level characters. The spectre hits the fighter twice and then dies. The fighter is now 2nd level adventuring with a group of 6th level characters. Now, because restoration was pretty much beyond the grasp of a party of that level, either for price or whatever reason, the campaign comes to a grinding halt. You have two choices. Either the party babysits the 2nd level fighter until such time as he becomes useful again, if he ever does, or the character is retired. This means that a minor encounter with a creature throws a huge wrench into my entire campaign. Bob, the fighter player, doesn't want to sit on his hands for the next five sessions until he gains enough xp to pull a little bit more weight and I'm fairly sure the rest of the group isn't too thrilled with having this albatross around their neck. Compare that to 3e mechanics. Same fighter gets whacked for 4 negative levels. A sixth level party has access to lesser restoration most likely, so, while those negative levels are dangerous (since a third hit means dead PC), the effects aren't particularly far reaching, nor do I have to rewrite my entire session (or more) because of a single creature. To me, the 3e mechanics for level drain are far more elegant. Level draining undead are still very dangerous. A small number of hits and you have a dead PC. However, they don't wipe out several weeks worth of gaming while we figure out how to get Bob useful again. An elegant mechanic works very well and doesn't screw up other things. Simple mechanics might be elegant. OTOH, they might be extremely inelegant. The rust monster was another example of this. A throw away monster that could have huge effects far beyond a single encounter. It's not like a rust monster is going to lead to lots of plot or interaction. It's a bloody big lump. It doesn't talk, it doesn't scheme, it doesn't do anything that a trap doesn't do. Yet, using a rust monster can radically alter my campaign. So, I don't use rust monsters. Before 3e I could probably count on one hand the number of times I used level draining undead. Both for the exact same reason. They are mechanics that, while very simple, caused far too many compexities in my game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The New Design Philosophy?
Top