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General Tabletop Discussion
*TTRPGs General
What Makes One System Better Than Another?
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<blockquote data-quote="rogueboy" data-source="post: 4727894" data-attributes="member: 61742"><p>As the title suggests, I'm trying to get at a fairly simple, although potentially hard to define, concept: what makes System A better than System B? I'm looking for answers as basic as "it should be balanced" or more involved, such as whether it's an advantage or disadvantage to have 3 different skills that are all similar enough that any can be used to jump, but each is better than another in different situations (from one narrow ledge to another vs. across a chasm vs. up to the rafters).</p><p></p><p>A couple of key points I've come up with so far are as follows:</p><p>*Balance - the game shouldn't favor one class over all others, though whether having all be equal or a rock-paper-scissors aspect is less clear to me</p><p>*Speed of Play - if it takes an hour for each person to take a turn (especially if it's in the D&D sense of 6 second turns), there's a problem.</p><p>*Flexibility - is it an advantage or disadvantage to have 15 classes that can be described as a "nature-based warrior"? Should there be a massive number of classes, a couple fairly basic classes that combine to cover almost any concept you can come up with, or one ultimately flexible class?</p><p>*Customizability - similar to flexibility, I see this as being a little different: is reducing the number of skills an advantage or disadvantage? Does this change if you reduce it past a certain point? Is it good or bad to make simplifications to the skill selection system, such as was made with the change from 3.x (skill points every level) to 4e (flat +5 to 'trained' skills, all skills improve as you gain levels).</p><p></p><p>What other general categories are there that should be considered? What do you consider to be a draw for a system? What other considerations are there to picking one system over another?</p></blockquote><p></p>
[QUOTE="rogueboy, post: 4727894, member: 61742"] As the title suggests, I'm trying to get at a fairly simple, although potentially hard to define, concept: what makes System A better than System B? I'm looking for answers as basic as "it should be balanced" or more involved, such as whether it's an advantage or disadvantage to have 3 different skills that are all similar enough that any can be used to jump, but each is better than another in different situations (from one narrow ledge to another vs. across a chasm vs. up to the rafters). A couple of key points I've come up with so far are as follows: *Balance - the game shouldn't favor one class over all others, though whether having all be equal or a rock-paper-scissors aspect is less clear to me *Speed of Play - if it takes an hour for each person to take a turn (especially if it's in the D&D sense of 6 second turns), there's a problem. *Flexibility - is it an advantage or disadvantage to have 15 classes that can be described as a "nature-based warrior"? Should there be a massive number of classes, a couple fairly basic classes that combine to cover almost any concept you can come up with, or one ultimately flexible class? *Customizability - similar to flexibility, I see this as being a little different: is reducing the number of skills an advantage or disadvantage? Does this change if you reduce it past a certain point? Is it good or bad to make simplifications to the skill selection system, such as was made with the change from 3.x (skill points every level) to 4e (flat +5 to 'trained' skills, all skills improve as you gain levels). What other general categories are there that should be considered? What do you consider to be a draw for a system? What other considerations are there to picking one system over another? [/QUOTE]
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