tag:blogger.com,1999:blog-9209855737812016509.post8668973577112484646..comments2024-03-27T10:03:08.323-07:00Comments on Methods & Madness: Minimalism, Elegance and Multipurpose MechanicsEric Diazhttp://www.blogger.com/profile/09196219031821755216noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-9209855737812016509.post-84902898327736376282016-03-02T07:17:51.516-08:002016-03-02T07:17:51.516-08:00Yes, domain play adds a whole new dimension to the...Yes, domain play adds a whole new dimension to the game; ACKS made it much clearer, to me, which helps a lot, although there might be other obstacles to domain play (think of a party of six, each with their separate lands, feuds, etc). It is worth mentioning that RC had some options for "travelling" classes such as Paladins and Avengers, if you didn't want to go the "domain" route; this is a very interesting idea that didn't get much attention in most retroclones.<br />I liked what 4e tried to do with tiers, although I'm not a fan of 4e per se... <br />I think if players are level 9 (or whatever), they should be able to chase a domain, or some mystical powers, or something else, depending on their inclinations.<br />There is certainly a lot to be said about the subject...Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-10845320870606837352016-03-02T06:28:23.570-08:002016-03-02T06:28:23.570-08:00Well, I'm not sure if it makes them easier to ...Well, I'm not sure if it makes them easier to learn (it could), but it most of all puts some emphasis on the different levels instead of making it all the same, which helps recognizing changes as the characters get stronger. Domain play (to give an example) is something mostly ignored by D&D players, although crucial for mid to high level characters (at least in the D&D RC and AD&D). Which leaves the question if character development asked too much with adding a domain dimension to the game or not enough to fascilitate it (like ACK does). Because the main reason to not switch to domain play (as far as I know) is that people like to do what they did the whole time. And that seems to indicate that the rules didn't distinguish enough between levels to begin with ... Well, this could be an example where linear growth as supported by the rules won't support shifts in power levels (or not enough). It's that old shtick where a (one!) wizard would have to kill roughly 455 huge red dragons to get to level 36 in the D&D Rules Cyclopedia. So depending on the scope of a game, it might even be necessary to have shifts like this ... I don't know :) Anyway, got me thinking and that's what good posts do with me. Maybe it warrants a post on it's own.Jens D.https://www.blogger.com/profile/18394303166081684904noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-6157565140137847612016-03-02T06:02:39.850-08:002016-03-02T06:02:39.850-08:00Thank you! This is a very interesting idea; I hadn...Thank you! This is a very interesting idea; I hadn't thought that irregular pattern shifts help in memorizing the rules for some people, because for me it's quite the opposite. Also, I can see why this shifts might bring some variety and fun to an otherwise predictable progression. <br />I guess it is a question of preference, to some degree.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-4003525500216745832016-03-02T02:33:24.718-08:002016-03-02T02:33:24.718-08:00Great post! Thanks for that. I'd like to add o...Great post! Thanks for that. I'd like to add one more thought to elegance vs. clunky (like you describe with the AD&D Fighter devlopment): there is a didactic dimension to writing rules. That means (or can mean) for one that irregular pattern shifts help in memorizing the rules and another point could be that, while it seems unnecessary when seen as rules only, it changes the perception of the player in another (and I think favorable) way than linear growth would. Because mixing it up like this demands attention and brings a bit variety. That is not a bad thing (I might even go as far as saying, it's very important). When looking at rules we are (in a way) seeing them from a birds eye perspective, but the view from within the game is just as important and what is already linear and easy from the outside will be even more so when actually playing it ... I might be wrong, though :)Jens D.https://www.blogger.com/profile/18394303166081684904noreply@blogger.com