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Was 3rd edition fundamentaly flawed?
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3869285" data-attributes="member: 18549"><p>You're confusing complexity and difficulty of use. You can make a very complex game that's easy to use, and part of that comes from focusing on the metadesign issue of "how to get results into the user's hands with minimum user interaction with the rules". This is important to computer software, and it's important to game design.</p><p></p><p></p><p>You've tried to claim that there's nothing wrong with the rules if some of us find them to be too much time and effort to use, and implied that there's something wrong with those using the rules instead. You can't hide behind "oh, it's just a matter of taste" at this point.</p><p></p><p></p><p>Which would mean something if I made the same characters all the time using the same races, classes and templates. But I like to keep things fresh. Also, what Hong said about system mastery is bang on. I don't want to have to <em>master</em> a system in order to use it. That's the opposite of good game design. A good game should come to me with my desired results on a silver platter alongside a couple ounces of scotch and some dark chocolate. I shouldn't have to wrestle a system to the ground to get it to function.</p><p></p><p></p><p>Constructing mid- to high-level NPCs from races, classes, and templates. Ad-hoc encounter balance. Anything that forces me to do research in order to implement it.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3869285, member: 18549"] You're confusing complexity and difficulty of use. You can make a very complex game that's easy to use, and part of that comes from focusing on the metadesign issue of "how to get results into the user's hands with minimum user interaction with the rules". This is important to computer software, and it's important to game design. You've tried to claim that there's nothing wrong with the rules if some of us find them to be too much time and effort to use, and implied that there's something wrong with those using the rules instead. You can't hide behind "oh, it's just a matter of taste" at this point. Which would mean something if I made the same characters all the time using the same races, classes and templates. But I like to keep things fresh. Also, what Hong said about system mastery is bang on. I don't want to have to [i]master[/i] a system in order to use it. That's the opposite of good game design. A good game should come to me with my desired results on a silver platter alongside a couple ounces of scotch and some dark chocolate. I shouldn't have to wrestle a system to the ground to get it to function. Constructing mid- to high-level NPCs from races, classes, and templates. Ad-hoc encounter balance. Anything that forces me to do research in order to implement it. [/QUOTE]
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Was 3rd edition fundamentaly flawed?
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