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Where Complexity Belongs
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<blockquote data-quote="doctorbadwolf" data-source="post: 9847747" data-attributes="member: 6704184"><p>So...no one thst matters? </p><p>You know we can do things differently from how theyve been done, yes?</p><p></p><p>I think outside of STEM folks, complex means high density of moving parts or components or things to keep track of or consider. </p><p></p><p>Complicated tends to have a more negative connotation IME, referring more to things having consuderations and well, complications, that arent necessary. </p><p></p><p>That could be a useful way to use the twrms, but i think most posters are familiar with complex as the opposite of simple. </p><p>Or i would have thought, but a lot of folks seem to think complexity is some very very specific type of non-simplicity or something...</p><p></p><p>II was asking in the context of the poster's assumptions about what specific mechanics would be involved in a complex ritual casting system.</p><p></p><p>As for comparing density of combat mechanics, in the game in question there isnt that much differentiation, almost all rules are used for combat, social, and enviromental, challenges. And ultimately the question here is, should ritual magic live in the complexity range of "what a character does in 2-4 rounds of a tense challenge scene" to "the central challenge of an entire scene, involving all PCs", or should it be simplified to 1 or 2 actions by one PC, or something else?</p><p></p><p>With crafting it is harder to imagine many ways to incorporate it into <em>other challenges</em> because it really is more of a downtime thing, and characters who can "macguyver" can have a special trait that lets them craft using just a few actions.</p><p></p><p>But, Crafting I still always want more to sink my teeth into as a player than the "i am craft sword. It take 20 days and 400 gold." With no moving parts whatsoever. To me that is completely unsatisfying to a degree where i would rather just be told i cannot craft in this game.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9847747, member: 6704184"] So...no one thst matters? You know we can do things differently from how theyve been done, yes? I think outside of STEM folks, complex means high density of moving parts or components or things to keep track of or consider. Complicated tends to have a more negative connotation IME, referring more to things having consuderations and well, complications, that arent necessary. That could be a useful way to use the twrms, but i think most posters are familiar with complex as the opposite of simple. Or i would have thought, but a lot of folks seem to think complexity is some very very specific type of non-simplicity or something... II was asking in the context of the poster's assumptions about what specific mechanics would be involved in a complex ritual casting system. As for comparing density of combat mechanics, in the game in question there isnt that much differentiation, almost all rules are used for combat, social, and enviromental, challenges. And ultimately the question here is, should ritual magic live in the complexity range of "what a character does in 2-4 rounds of a tense challenge scene" to "the central challenge of an entire scene, involving all PCs", or should it be simplified to 1 or 2 actions by one PC, or something else? With crafting it is harder to imagine many ways to incorporate it into [I]other challenges[/I] because it really is more of a downtime thing, and characters who can "macguyver" can have a special trait that lets them craft using just a few actions. But, Crafting I still always want more to sink my teeth into as a player than the "i am craft sword. It take 20 days and 400 gold." With no moving parts whatsoever. To me that is completely unsatisfying to a degree where i would rather just be told i cannot craft in this game. [/QUOTE]
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