QuadSquidSquad's page

Organized Play Member. 2 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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DM_aka_Dudemeister wrote:
QuadSquidSquad wrote:

You keep using words like "confusing" and "stream-lining", but you're not very convincing about it. Because, face it, most GMs can hand wave any of the difficulty of your system away, but can that difficulty so easily be reinserted? Your game is challenging and complex, and while it seems you think that is a detriment to your bottom line, I think you're going to find that the majority of your players see it as the very core of your value.

GMs handwaving problems away is in my experience a bug, not a feature.

Rule Zero in my experience shouldn’t be “don’t let Rules get in the way of fun”, it should be “if you encounter a problem do the design work to make it compatible IIIwith your table”. The less of that I have to do, the better, but inversely if I so have to do the work, I hope the rules are as transparent about the underlying math and assumptions as possible.

What I meant is a GM can involve a new player easily through guidance and legerdemain, and then the player can grow into the system. But when you aim for simplified the challenge and thrill involved with mastery just aren't there anymore. It just seems like you're intent on making a game you can't get good at.

And right now, I've got to wonder how much is set in stone and how much is up to the playtest. Cause I listened to the podcast,and the combat sysyem feels clunky rather than simple. When casting, I can't speak a verbal component while moving my hands for the somatic component at the same time? I can attack, at level 1, three times in a round with a rapier, but only fighters can attack a retreating opponent? I can be well within my movement speed, but jumping up on a log is a separate action?


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You keep using words like "confusing" and "stream-lining", but you're not very convincing about it. Because, face it, most GMs can hand wave any of the difficulty of your system away, but can that difficulty so easily be reinserted? Your game is challenging and complex, and while it seems you think that is a detriment to your bottom line, I think you're going to find that the majority of your players see it as the very core of your value.