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Why the hate for complexity?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7570592" data-attributes="member: 6775031"><p>You're the one who brought 'work' into this conversation. I was perfectly happy with 'complexity'.</p><p></p><p>Not exactly, but they do both tend to scale with the number of steps involved with the resolution process. If swinging a sword means that I roll a die to hit, and then you roll a die to parry, and then the GM rolls a die for happenstance, and then you roll a die for divine intervention, and then I roll for damage, and then you roll for damage resistance; then that's a lot of system interactions, which require a lot of effort to resolve. Even if you don't want to call it complex, I would still call it complicated and convoluted.</p><p></p><p>Sure, anyone can dislike anything for any reason. There are plenty of reasons why someone might not like a game that takes twelve steps to resolve an attack. However, the amount of time and effort required is a big and obvious reason, and it's worth consideration. </p><p></p><p>Agreed, but in the context of RPGs, I still don't see how the word in question fails to meet the definition being used. If it takes twelve steps to resolve an attack, then there are a lot of moving parts and interactions between the relevant variables, which should qualify it as complex under the agreed-upon definition.</p><p></p><p>I'm really getting tired of the semantics here, so let's just say that we agree on the basic points of this thread, even if we can't agree on the words to describe those points. I'm pretty sure that's accurate.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7570592, member: 6775031"] You're the one who brought 'work' into this conversation. I was perfectly happy with 'complexity'. Not exactly, but they do both tend to scale with the number of steps involved with the resolution process. If swinging a sword means that I roll a die to hit, and then you roll a die to parry, and then the GM rolls a die for happenstance, and then you roll a die for divine intervention, and then I roll for damage, and then you roll for damage resistance; then that's a lot of system interactions, which require a lot of effort to resolve. Even if you don't want to call it complex, I would still call it complicated and convoluted. Sure, anyone can dislike anything for any reason. There are plenty of reasons why someone might not like a game that takes twelve steps to resolve an attack. However, the amount of time and effort required is a big and obvious reason, and it's worth consideration. Agreed, but in the context of RPGs, I still don't see how the word in question fails to meet the definition being used. If it takes twelve steps to resolve an attack, then there are a lot of moving parts and interactions between the relevant variables, which should qualify it as complex under the agreed-upon definition. I'm really getting tired of the semantics here, so let's just say that we agree on the basic points of this thread, even if we can't agree on the words to describe those points. I'm pretty sure that's accurate. [/QUOTE]
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Why the hate for complexity?
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