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What Is "Unnecessary Complexity" to You?
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<blockquote data-quote="James Gasik" data-source="post: 8559723" data-attributes="member: 6877472"><p>I mean, in the old days, rules were squirreled away all over the place, and few people have the time to read a rulebook cover to cover (or the super high reading comprehension to actually REMEMBER some of these rules). I used to wow and amaze my friends with 2e D&D rules they never heard of, but totally exist. Sometimes, there are trends. Like if you're playing GURPS, you know to pay close attention to sidebars- often, that's where all the important rules are!</p><p></p><p>Over time, you can get good enough to know where the basic rule you are looking for is, and flip to the right section. And if the rules are placed in a logical place, this is soooo much easier!</p><p></p><p>Though while too much complexity is a headache, it also needs to be stated that too little complexity is just as bad- a good example of this are the old White Wolf games, where arguments usually started because a rule wasn't comprehensive enough!</p><p></p><p>As an example, an ability might say that you "lower the difficulty of ALL Perception rolls by 2". Then go on to say that "to see through illusions, roll Perception + Kenning difficulty 8". Is the difficulty 8 or 6? Any way you rule, you have an equal chance of being right!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8559723, member: 6877472"] I mean, in the old days, rules were squirreled away all over the place, and few people have the time to read a rulebook cover to cover (or the super high reading comprehension to actually REMEMBER some of these rules). I used to wow and amaze my friends with 2e D&D rules they never heard of, but totally exist. Sometimes, there are trends. Like if you're playing GURPS, you know to pay close attention to sidebars- often, that's where all the important rules are! Over time, you can get good enough to know where the basic rule you are looking for is, and flip to the right section. And if the rules are placed in a logical place, this is soooo much easier! Though while too much complexity is a headache, it also needs to be stated that too little complexity is just as bad- a good example of this are the old White Wolf games, where arguments usually started because a rule wasn't comprehensive enough! As an example, an ability might say that you "lower the difficulty of ALL Perception rolls by 2". Then go on to say that "to see through illusions, roll Perception + Kenning difficulty 8". Is the difficulty 8 or 6? Any way you rule, you have an equal chance of being right! [/QUOTE]
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