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<blockquote data-quote="Laurefindel" data-source="post: 9248406" data-attributes="member: 67296"><p>Here are the broad strokes I'm going for when tinkering with rules and settings. Some of it is subjective but as far as the complexity of game rules, consider D&D 5e verging on the "too complex" side of things.</p><p></p><ul> <li data-xf-list-type="ul">The game should be fair and offer comparable options between player-characters, but does not need to be symmetrical (with NPC/monsters/creatures).</li> <li data-xf-list-type="ul">Options should be significant with relatively immediate effects, even if it means fewer of them. Archetypes and some level of niche protection are fine, but no character path that needs planning from level 1 (so to speak).</li> <li data-xf-list-type="ul">The rules and setting should go hand in hand and be focused enough to give clear indication on the intended play, but versatile enough to allow players a panoply of options within those themes.</li> <li data-xf-list-type="ul">The rules should offer enough mechanical intricacies to allow some tactical options and system mastery, but not as many as to drown the player in paralysis or ineptitude.</li> <li data-xf-list-type="ul">A quick look at the character sheet should give you a good idea of the game's options and possibilities as a (player) character.</li> <li data-xf-list-type="ul">The game needs to be easily manageable for players and GM. The more you can do with as little dice rolls, the better. The more you can read out of a single dice roll, the better.</li> <li data-xf-list-type="ul">Player-character should have the tools to contribute equally in most situations. Degrees of expertise is wanted, but no situations where only one player is having all the fun (looking at you space combat).</li> <li data-xf-list-type="ul">And obviously, the game must be fun first and before all.</li> </ul></blockquote><p></p>
[QUOTE="Laurefindel, post: 9248406, member: 67296"] Here are the broad strokes I'm going for when tinkering with rules and settings. Some of it is subjective but as far as the complexity of game rules, consider D&D 5e verging on the "too complex" side of things. [LIST] [*]The game should be fair and offer comparable options between player-characters, but does not need to be symmetrical (with NPC/monsters/creatures). [*]Options should be significant with relatively immediate effects, even if it means fewer of them. Archetypes and some level of niche protection are fine, but no character path that needs planning from level 1 (so to speak). [*]The rules and setting should go hand in hand and be focused enough to give clear indication on the intended play, but versatile enough to allow players a panoply of options within those themes. [*]The rules should offer enough mechanical intricacies to allow some tactical options and system mastery, but not as many as to drown the player in paralysis or ineptitude. [*]A quick look at the character sheet should give you a good idea of the game's options and possibilities as a (player) character. [*]The game needs to be easily manageable for players and GM. The more you can do with as little dice rolls, the better. The more you can read out of a single dice roll, the better. [*]Player-character should have the tools to contribute equally in most situations. Degrees of expertise is wanted, but no situations where only one player is having all the fun (looking at you space combat). [*]And obviously, the game must be fun first and before all. [/LIST] [/QUOTE]
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