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="Breaking Star Games" data-source="post: 9848263" data-attributes="member: 7042067"><p>I've really only resonated high complexity when I want a tactical combat sub-system that is full of meaningful, balanced choices in both building the character and in choosing your actions in the combat (and I'd probably prefer a computer RPG doing the brunt of the effort). Pathfinder 2e stands out time and again as I try other 4e-Successor games like Lancer, Icon and Gubat Banwa. The 3 Action economy with the penalty to just spam Attacks is pretty huge. Though I think PF2e should sell itself as a grittier premise when you get knocked unconscious and brought up, your next turn may look like picking up your weapon, standing up and getting Reactive Strike'd in the face - it doesn't always match that heroic style it often sells. A lot of spells don't have that show-stopping presence of Icon, 4e or Draw Steel, but instead every round of combat, I feel like I can looking through my options.</p><p></p><p>And on the other side is giving the GM tools to understand and create interesting encounters. GMs don't really have the bandwidth to properly playtest things, so having a good understanding is pretty important.</p><p></p><p>I could imagine games that focus on Chases and Space Combats doing a similar complexity, but I don't see this in practice. Often I see kinda complicated sub-systems that aren't very fun to play. Chase Systems with like 3 choices and way more rolling than the drama is worth. Often, I turn to a more open-ended Clock and GM rulings for a lot of things as my personal preference over systems that are either boring to play or easy to optimize (looking at Night Black Agent's Chase system and 5e's combat)</p><p></p><p>Less on topic, but I am running it, so its on my mind - Mythic Bastionland combat shows where a system can be open decisions but not too complex and very fast. This has been a huge innovation to find that middle ground that a lot of games have left sour for me like FFG Star Wars or Savage World trying to be fast but I didn't feel like I had meaningful decisions in combat.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9848263, member: 7042067"] I've really only resonated high complexity when I want a tactical combat sub-system that is full of meaningful, balanced choices in both building the character and in choosing your actions in the combat (and I'd probably prefer a computer RPG doing the brunt of the effort). Pathfinder 2e stands out time and again as I try other 4e-Successor games like Lancer, Icon and Gubat Banwa. The 3 Action economy with the penalty to just spam Attacks is pretty huge. Though I think PF2e should sell itself as a grittier premise when you get knocked unconscious and brought up, your next turn may look like picking up your weapon, standing up and getting Reactive Strike'd in the face - it doesn't always match that heroic style it often sells. A lot of spells don't have that show-stopping presence of Icon, 4e or Draw Steel, but instead every round of combat, I feel like I can looking through my options. And on the other side is giving the GM tools to understand and create interesting encounters. GMs don't really have the bandwidth to properly playtest things, so having a good understanding is pretty important. I could imagine games that focus on Chases and Space Combats doing a similar complexity, but I don't see this in practice. Often I see kinda complicated sub-systems that aren't very fun to play. Chase Systems with like 3 choices and way more rolling than the drama is worth. Often, I turn to a more open-ended Clock and GM rulings for a lot of things as my personal preference over systems that are either boring to play or easy to optimize (looking at Night Black Agent's Chase system and 5e's combat) Less on topic, but I am running it, so its on my mind - Mythic Bastionland combat shows where a system can be open decisions but not too complex and very fast. This has been a huge innovation to find that middle ground that a lot of games have left sour for me like FFG Star Wars or Savage World trying to be fast but I didn't feel like I had meaningful decisions in combat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Where Complexity Belongs
Top