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General Tabletop Discussion
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What is the most complex TTRPG of all time?
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<blockquote data-quote="Willie the Duck" data-source="post: 8419067" data-attributes="member: 6799660"><p>Unless you used Variable Power Pools, in which case you could be doing character creation-style calculations mid game (or even mid-turn). Mind you, the books included a bunch of admonitions about not setting yourself up for that kind of headache and that the GM should moderate what is and isn't allowed based on how it would effect gameplay, but I think if we're doing a pure, contextless complexity comparison, that probably needs to be included.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I always considered things like this something akin to making sure you had included pi out to 12 digits while ignoring that another variable limited the accuracy of your results to 3 sig figs. If you don't address how a game might be doing the wonky 'everyone takes their turn and then freezes while those on the next initiative beat acts' model most TTRPGs use, or have automatic weapons used exclusively to shoot massively-multiple shots at an opponent (instead of as suppressive fire, as it is often used IRL), then all the silhouettes and internal organ charts in the world aren't going to make a game combat system more "realistic." Inventive resolution mechanics, absolutely; realistic, no.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8419067, member: 6799660"] Unless you used Variable Power Pools, in which case you could be doing character creation-style calculations mid game (or even mid-turn). Mind you, the books included a bunch of admonitions about not setting yourself up for that kind of headache and that the GM should moderate what is and isn't allowed based on how it would effect gameplay, but I think if we're doing a pure, contextless complexity comparison, that probably needs to be included. I always considered things like this something akin to making sure you had included pi out to 12 digits while ignoring that another variable limited the accuracy of your results to 3 sig figs. If you don't address how a game might be doing the wonky 'everyone takes their turn and then freezes while those on the next initiative beat acts' model most TTRPGs use, or have automatic weapons used exclusively to shoot massively-multiple shots at an opponent (instead of as suppressive fire, as it is often used IRL), then all the silhouettes and internal organ charts in the world aren't going to make a game combat system more "realistic." Inventive resolution mechanics, absolutely; realistic, no. [/QUOTE]
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