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*TTRPGs General
Will the complexity pendulum swing back?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9766156" data-attributes="member: 7023840"><p>Well, kinda sorta. Look, some of the things on the list <em>can </em>be automated. Obviously, accounting for different AC values depending on the number of attackers and where the attackers are (or Weapon v. AC or weapon speed factors) would be easier to automate.</p><p></p><p>But some of the things on the list were included because either almost no one played with them for a good reason, they were only rarely used, the rules weren't actually known, or because <em>the rules literally could not be applied as written</em>. And I could keep going (unfortunately .... I have devoted at least 28.3% of my brain to OD&D and 1e rules that have no real application even to those games). </p><p></p><p>Personally, I think that games <em>in general</em> have retreated from the "high-water" crunch mark of the '80s. But ... in a different way. A game like <em>Phoenix Command </em>is trivial for a VTT to handle. I'm not sure that the hobby, in general, is looking for that kind of advanced <em>purely tactical crunch</em> that we already see in computer games. </p><p></p><p>Earlier, you said that you didn't understand why crunchy combat would take away from roleplaying. Well, it doesn't ... yet, it also does? When all you have is a hammer, every problem looks like a nail. If you have 95% of the rules devoted to tactically exciting combat, and everything else is just, "Talk and maybe something happens," then the game itself is likely to end up with players resorting, as much as possible, to .... the tactically exciting combat, with "everything else" just being small bits that happen to occur in between the tactically exciting parts.</p><p></p><p>Which is great, if that's what you're into! But I think it will funnel games in a certain direction.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9766156, member: 7023840"] Well, kinda sorta. Look, some of the things on the list [I]can [/I]be automated. Obviously, accounting for different AC values depending on the number of attackers and where the attackers are (or Weapon v. AC or weapon speed factors) would be easier to automate. But some of the things on the list were included because either almost no one played with them for a good reason, they were only rarely used, the rules weren't actually known, or because [I]the rules literally could not be applied as written[/I]. And I could keep going (unfortunately .... I have devoted at least 28.3% of my brain to OD&D and 1e rules that have no real application even to those games). Personally, I think that games [I]in general[/I] have retreated from the "high-water" crunch mark of the '80s. But ... in a different way. A game like [I]Phoenix Command [/I]is trivial for a VTT to handle. I'm not sure that the hobby, in general, is looking for that kind of advanced [I]purely tactical crunch[/I] that we already see in computer games. Earlier, you said that you didn't understand why crunchy combat would take away from roleplaying. Well, it doesn't ... yet, it also does? When all you have is a hammer, every problem looks like a nail. If you have 95% of the rules devoted to tactically exciting combat, and everything else is just, "Talk and maybe something happens," then the game itself is likely to end up with players resorting, as much as possible, to .... the tactically exciting combat, with "everything else" just being small bits that happen to occur in between the tactically exciting parts. Which is great, if that's what you're into! But I think it will funnel games in a certain direction. [/QUOTE]
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