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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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
*TTRPGs General
Where Complexity Belongs
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="stonehead" data-source="post: 9848140" data-attributes="member: 7047885"><p>To push back slightly against this, when I think about the rules that I've ignored at my table, they've been complicated rules that don't come up very often. If it's only going to happen once or twice every dozen sessions, I'm less likely to remember how the rules work, and if it's very complicated, I'm less likely to learn them mid-session.</p><p></p><p>[HR][/HR]</p><p></p><p>[USER=7024893]@TheAlkaizer[/USER] already mentioned this, but complexity is the cost of adding things to your game, it generally shouldn't be seen as a goal in and of itself. What are you trying to get out of these sub-systems? Why do you want a ritual to take an entire session?</p><p></p><p>You listed a half-dozen things that could be components of a ritual, but I haven't seen a justification for why they should be separated. A ressurection spell could cost a hundred gold for special salts plus two hundred gold for a rosary plus three hundred gold of healing potions plus four hundred gold for a holy symbol, but that would be no different than it costing a thousand gold worth of diamond dust. To the players, they'll just see it as 1000g either way.</p><p></p><p>The "roll a die and add your bonuses" resolution mechanic for social encounters catches some flak sometimes, but I've never seen anything different actually work better at the table. You could add complexity by requiring a roll for your word choice, and another roll for your pronunciation, another roll for your body language. Doing so wouldn't actually add any depth though. Would failing your pronunciation check mean something different for the game than failing your body language check? Basically never.</p><p></p><p>If you want to keep all these different elements, I think you need to come up with some mechanical or narrative justification for each of them. Is there a meaningful difference between failing the "circle check" compared to failing the "implement check"? Combat is long and complex because there should be meaningful decisions to be made every round. Are there meaningful decisions for the players to make during the "component phase" and the "spell phase"? Or are they just padding?</p><p></p><p>I hope the tone didn't come across too harsh, if you have answers to all these questions, I'm interested in hearing them.</p></blockquote><p></p>
[QUOTE="stonehead, post: 9848140, member: 7047885"] To push back slightly against this, when I think about the rules that I've ignored at my table, they've been complicated rules that don't come up very often. If it's only going to happen once or twice every dozen sessions, I'm less likely to remember how the rules work, and if it's very complicated, I'm less likely to learn them mid-session. [HR][/HR] [USER=7024893]@TheAlkaizer[/USER] already mentioned this, but complexity is the cost of adding things to your game, it generally shouldn't be seen as a goal in and of itself. What are you trying to get out of these sub-systems? Why do you want a ritual to take an entire session? You listed a half-dozen things that could be components of a ritual, but I haven't seen a justification for why they should be separated. A ressurection spell could cost a hundred gold for special salts plus two hundred gold for a rosary plus three hundred gold of healing potions plus four hundred gold for a holy symbol, but that would be no different than it costing a thousand gold worth of diamond dust. To the players, they'll just see it as 1000g either way. The "roll a die and add your bonuses" resolution mechanic for social encounters catches some flak sometimes, but I've never seen anything different actually work better at the table. You could add complexity by requiring a roll for your word choice, and another roll for your pronunciation, another roll for your body language. Doing so wouldn't actually add any depth though. Would failing your pronunciation check mean something different for the game than failing your body language check? Basically never. If you want to keep all these different elements, I think you need to come up with some mechanical or narrative justification for each of them. Is there a meaningful difference between failing the "circle check" compared to failing the "implement check"? Combat is long and complex because there should be meaningful decisions to be made every round. Are there meaningful decisions for the players to make during the "component phase" and the "spell phase"? Or are they just padding? I hope the tone didn't come across too harsh, if you have answers to all these questions, I'm interested in hearing them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Where Complexity Belongs
Top