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General Tabletop Discussion
*TTRPGs General
Will the complexity pendulum swing back?
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<blockquote data-quote="Neonchameleon" data-source="post: 9764780" data-attributes="member: 87792"><p>What, as the conversation seems to be getting to, needs discussing first is where we think the baselines are. I mean I can accept Daggerheart as medium crunch and Draw Steel as possibly high crunch (I'd need to play to work out if it's high or medium) if and only if we use a baseline that 5e is high crunch.</p><p></p><p>I use a four point scale with anyt</p><ul> <li data-xf-list-type="ul">Low Crunch: Rules fit on a single side and barely need remembering, character sheets an index card (not counting fluff). Examples: Grant Howitt games, Dread</li> <li data-xf-list-type="ul">Medium Crunch: Rules fit on several sides. Character sheets a couple of sides containing everything you need with everything accessible. The only rulebook regularly consulted in play is a module or monster manual. Examples: Call of Cthulhu, Apocalypse World</li> <li data-xf-list-type="ul">High crunch: Rules (such as spells) need consulting from a rulebook or numerical results (or faffing through an ultra large character sheet) take more than a second or two</li> <li data-xf-list-type="ul">Very high crunch: Pausing to look things up or calculate results is common and routine</li> </ul><p>And yes how adept people are with rule systems can slide the crunch up or down a level, as can redesigning character sheets.</p><p></p><p>One thing we've got better at since the 2000s is the impact:crunch ratio. A good example would be Fate 3 Vs Fate Core; almost the same impact but a lot less crunch for Core. </p><p></p><p>Daggerheart uses some very deft design up to and including the cards to keep the crunch down and impact up. The character abilities you need in play are all either on a single side of a character sheet or on five to twelve (depending on level and life choices) cards in front of you (potentially plus some face down ones not currently in play).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9764780, member: 87792"] What, as the conversation seems to be getting to, needs discussing first is where we think the baselines are. I mean I can accept Daggerheart as medium crunch and Draw Steel as possibly high crunch (I'd need to play to work out if it's high or medium) if and only if we use a baseline that 5e is high crunch. I use a four point scale with anyt [LIST] [*]Low Crunch: Rules fit on a single side and barely need remembering, character sheets an index card (not counting fluff). Examples: Grant Howitt games, Dread [*]Medium Crunch: Rules fit on several sides. Character sheets a couple of sides containing everything you need with everything accessible. The only rulebook regularly consulted in play is a module or monster manual. Examples: Call of Cthulhu, Apocalypse World [*]High crunch: Rules (such as spells) need consulting from a rulebook or numerical results (or faffing through an ultra large character sheet) take more than a second or two [*]Very high crunch: Pausing to look things up or calculate results is common and routine [/LIST] And yes how adept people are with rule systems can slide the crunch up or down a level, as can redesigning character sheets. One thing we've got better at since the 2000s is the impact:crunch ratio. A good example would be Fate 3 Vs Fate Core; almost the same impact but a lot less crunch for Core. Daggerheart uses some very deft design up to and including the cards to keep the crunch down and impact up. The character abilities you need in play are all either on a single side of a character sheet or on five to twelve (depending on level and life choices) cards in front of you (potentially plus some face down ones not currently in play). [/QUOTE]
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