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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What is the downside to simple systems?
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="Dethklok" data-source="post: 6144707" data-attributes="member: 6746469"><p>I don't think that's true. An rpg can be simpler than the above game and cover everything with a rule like <em>all actions where the outcome is uncertain are resolved by a coin flip, where heads results in success and tails in failure.</em> Climbing a cliff? Trying to take off your armor before you drown? Heads you succeed, tails you fail. I don't present this as a system that's much <em>fun</em>, but it definitely belies the notion that complexity is necessary for completeness.</p><p></p><p></p><p></p><p>In theory, this makes sense, but time and again I have watched the DM stop the game to flip through his rulebook. Loads of fun sitting there waiting to find out if your character is pushed back 5 feet or stays in the same space.</p><p></p><p></p><p>Having only fours classes wouldn't mean there are no multiclass options. Nor would it mean that you couldn't, as a fighter, lean to cast spells through the skill system - lots of games don't have any classes in them at all.</p><p></p><p></p><p></p><p>Put the 16 toothpicks in a box and it becomes one box of toothpicks. Or just write down "toothpicks" on your character sheet as one item.</p><p></p><p></p><p>Naw, it can be in the rules. For instance, Dragon Warriors allowed characters to carry 10 items, +/- 2 for each Strength bonus they had. (It was a 3-18 system, with 3-5 being -2, 5-8 being -1, and so on.) Dragon Warriors defined an item as an object <em>roughly equal to a weapon in size and weight</em>. I played that game dozens of times as a kid, and never once did a problem arise because daggers had the same weight as two handed swords; you could clearly see that a character carrying 14 things was weighed down when you looked at the character sheet. It never arose that someone wanted to fill up their inventory with daggers - they wore armor, carried shields and lanterns and things. The rule was simple, but it was quite plausible and never required a GM ruling.</p><p></p><p></p><p></p><p>What? Do you know of any game large and detailed enough to include potato guns, sharpened pencils, or bales of hay in their weapon lists? Wouldn't you say that the sweeping absence of rules for attacking with non-weapons and psuedoweapons is an indication that such rules simply aren't needed?</p><p></p><p></p><p></p><p>Remember my first post:</p><p></p><p><em>* Rules are 30 pages, counting all equipment and monster lists, and all special rules like warp drive, sanity, or anything else.</em></p><p></p><p>Simple rules do not need to be generic.</p><p></p><p></p><p></p><p>So? Neither do I; the market could be saturated with simple games, each very different from the next, but none more complicated than, say, the D&D Rules Cyclopedia. The real question isn't whether one simple game could satisfy all needs, but rather, whether the hobby would have lost anything if complex games didn't exist.</p><p></p><p>I do see where you're coming from with the objections you're raising. What I think is really the case, however, isn't that the rules will restrict options or harm plausibility. Instead, I see what DMMike sees:</p><p></p><p></p><p>This is the single reason that I see designers make complex games - they're easier to write. Because there is more pressure on the designers of a simple system to make simple rules that <em>work</em>. There's no fixing a bad rule with Band-Aids later into the books; that one rule has to be strong on its own.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6144707, member: 6746469"] I don't think that's true. An rpg can be simpler than the above game and cover everything with a rule like [I]all actions where the outcome is uncertain are resolved by a coin flip, where heads results in success and tails in failure.[/I] Climbing a cliff? Trying to take off your armor before you drown? Heads you succeed, tails you fail. I don't present this as a system that's much [I]fun[/I], but it definitely belies the notion that complexity is necessary for completeness. In theory, this makes sense, but time and again I have watched the DM stop the game to flip through his rulebook. Loads of fun sitting there waiting to find out if your character is pushed back 5 feet or stays in the same space. Having only fours classes wouldn't mean there are no multiclass options. Nor would it mean that you couldn't, as a fighter, lean to cast spells through the skill system - lots of games don't have any classes in them at all. Put the 16 toothpicks in a box and it becomes one box of toothpicks. Or just write down "toothpicks" on your character sheet as one item. Naw, it can be in the rules. For instance, Dragon Warriors allowed characters to carry 10 items, +/- 2 for each Strength bonus they had. (It was a 3-18 system, with 3-5 being -2, 5-8 being -1, and so on.) Dragon Warriors defined an item as an object [I]roughly equal to a weapon in size and weight[/I]. I played that game dozens of times as a kid, and never once did a problem arise because daggers had the same weight as two handed swords; you could clearly see that a character carrying 14 things was weighed down when you looked at the character sheet. It never arose that someone wanted to fill up their inventory with daggers - they wore armor, carried shields and lanterns and things. The rule was simple, but it was quite plausible and never required a GM ruling. What? Do you know of any game large and detailed enough to include potato guns, sharpened pencils, or bales of hay in their weapon lists? Wouldn't you say that the sweeping absence of rules for attacking with non-weapons and psuedoweapons is an indication that such rules simply aren't needed? Remember my first post: [I]* Rules are 30 pages, counting all equipment and monster lists, and all special rules like warp drive, sanity, or anything else.[/I] Simple rules do not need to be generic. So? Neither do I; the market could be saturated with simple games, each very different from the next, but none more complicated than, say, the D&D Rules Cyclopedia. The real question isn't whether one simple game could satisfy all needs, but rather, whether the hobby would have lost anything if complex games didn't exist. I do see where you're coming from with the objections you're raising. What I think is really the case, however, isn't that the rules will restrict options or harm plausibility. Instead, I see what DMMike sees: This is the single reason that I see designers make complex games - they're easier to write. Because there is more pressure on the designers of a simple system to make simple rules that [I]work[/I]. There's no fixing a bad rule with Band-Aids later into the books; that one rule has to be strong on its own. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is the downside to simple systems?
Top