The only thing I need from books is numbers and a small descriptions/flavor. I find large and extensive fluff blocks to be rather useless, as they often don't fit into whatever particular setting or situation I happen to be running. I care about numbers because I want the numbers to be balanced. I never want to worry about mechanical balance - everything else I can make up, but please don't make me do math.
View full commentThe only thing I need from books is numbers and a small descriptions/flavor. I find large and extensive fluff blocks to be rather useless, as they often don't fit into whatever particular setting or situation I happen to be running.
I care about numbers because I want the numbers to be balanced. I never want to worry about mechanical balance - everything else I can make up, but please don't make me do math.
I agree with other posters that the 2e page design is an ideal balance. I also want to make a statement heretical to game design: In past editions, annoying gaps in design have led to great play. 2nd ed often left the GM without a clear answer, leading to improvisation and better role-playing. Being outsmarted by players is fine, and as long as they haven't broken the game outright, exploiting the setting (not just an ill-worded rule) is a good thing. In real life, there are lots of...
View full commentI agree with other posters that the 2e page design is an ideal balance.
I also want to make a statement heretical to game design: In past editions, annoying gaps in design have led to great play. 2nd ed often left the GM without a clear answer, leading to improvisation and better role-playing. Being outsmarted by players is fine, and as long as they haven't broken the game outright, exploiting the setting (not just an ill-worded rule) is a good thing. In real life, there are lots of balance issues, and any plausible world should have its own. This might be animals that behave wrong and have unexpected abilities/weaknesses or common magic that changes the ways society functions.
I care about numbers because I want the numbers to be balanced. I never want to worry about mechanical balance - everything else I can make up, but please don't make me do math.
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I also want to make a statement heretical to game design: In past editions, annoying gaps in design have led to great play. 2nd ed often left the GM without a clear answer, leading to improvisation and better role-playing. Being outsmarted by players is fine, and as long as they haven't broken the game outright, exploiting the setting (not just an ill-worded rule) is a good thing. In real life, there are lots of...
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