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Why the Modern D&D variants will not attract new players
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<blockquote data-quote="Camelot" data-source="post: 5349081" data-attributes="member: 82617"><p>Present.</p><p> </p><p>As to the idea of a game made of independent systems, this sounds like a great idea in theory, and as was mentioned is good for a computer program, but it seems that in practice for a TTRPG, it wouldn't be as desireable (unless I'm misunderstanding your meaning). The enemies of the characters have to be balanced in regards to the character; if the two systems disregard each other, one side will probably turn out much too powerful (and it would probably be the monsters). If each class is too different, one will reign supreme over all the others.</p><p> </p><p>If I'm wrong and you mean something along the lines of "characters have one mechanic for attacking, and monsters have another, but they're still balanced against each other," then this is still iffy. Having unifying mechanics makes the game easier to grasp, and while some mechanics can differ (monsters have recharge powers, PCs don't), making them to independent just sows confusion.</p><p> </p><p>Elegance isn't as desireable in a CRPG, because no players play the enemies, and they don't need to do all the die rolls and calculations, so if things are different, as long as they're balanced, nobody will really notice. It's much more noticeable in a TTRPG, so elegance makes it easier as well as not too challenging or easy.</p></blockquote><p></p>
[QUOTE="Camelot, post: 5349081, member: 82617"] Present. As to the idea of a game made of independent systems, this sounds like a great idea in theory, and as was mentioned is good for a computer program, but it seems that in practice for a TTRPG, it wouldn't be as desireable (unless I'm misunderstanding your meaning). The enemies of the characters have to be balanced in regards to the character; if the two systems disregard each other, one side will probably turn out much too powerful (and it would probably be the monsters). If each class is too different, one will reign supreme over all the others. If I'm wrong and you mean something along the lines of "characters have one mechanic for attacking, and monsters have another, but they're still balanced against each other," then this is still iffy. Having unifying mechanics makes the game easier to grasp, and while some mechanics can differ (monsters have recharge powers, PCs don't), making them to independent just sows confusion. Elegance isn't as desireable in a CRPG, because no players play the enemies, and they don't need to do all the die rolls and calculations, so if things are different, as long as they're balanced, nobody will really notice. It's much more noticeable in a TTRPG, so elegance makes it easier as well as not too challenging or easy. [/QUOTE]
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