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An
Interesting Bit of Complication
The
opposite of "simplistic" is not always
"complicated." "Simple"
is a word probably overused in game design circles.
It's almost always a goal and, while not a bad
goal by any means, simplistic game mechanics
sometimes can lead to a shallow play experience.
Peter Adkison, back at Wizards of the Coast,
used to tout this quote from Albert Einstein:
"Everything should be as simple as it needs
to be, and no simpler." It's not a bad
rule of thumb.
The
opposite of simplistic can, in fact, be robust.
"Robust," in this context, is a word
we used to describe a rule system that offered
DMs and players plenty of opportunities for
differentiation and varied play experiences.
For example, it would be simple to have just
one type of die roll for resisting spell effects
in the game. Instead, there are three, making
the subsystem more robust. With Reflex, Will,
and Fortitude saves, you can simulate that you
try to dive out of the way of some spells, others
affect your mind, and some affect your physiology.
You can have magic items that affect your Will
saves but not the other two. You can have circumstance
modifiers that affect your Reflex save but not
the other two.
Robustness
is good for a game, because it can allow for
a better simulation of reality (or, since I
always cringe a bit whenever the word "reality"
is used in the context of fantasy roleplaying
game, I'll say "believability" instead).
More importantly, though, robust mechanics allow
for differentiation and tinkering. In short,
they're more likely to hold a player's interest
longer.
There's
a fine line between robust and overly complex,
however, and that's often a measure of a good
game design. And although the line is fine,
there might still be a little wiggle room here
and there.
For
example, there's a way to make saving throws
more robust without making them too much more
complicated. We thought of this while working
on 3rd Edition and discarded the idea because
it was too much for the core rules. Each saving
throw type has an associated ability score:
Reflex saves are modified by Dexterity modifiers,
Will saving throws are modified by Wisdom, and
Fortitude saves by Constitution. There are rare
cases, however, when the types of saving throws
could be modified by other scores. For example,
a successful Will save could allow a character
to resist a spell that caused an irritating
tingling on the skin that distracted him from
taking actions (it takes willpower to ignore
the distraction). But this Will save might be
modified by Constitution, because it's a physical
distraction, not a mental one. You could create
mechanics for breaking out of a web by
using Strength-modified Fortitude saves or rules
for a battle-of-wits type competition based
on mental reflexes -- a Reflex save modified
by Intelligence.
Using
this more elaborate system, saving throws would
be noted like this: Fortitude (Con), DC 15,
or Reflex (Int), DC 12. A few possible uses
for different ability scores modifying saving
throws might include:
Reflex
(Int): Quick thinking
Reflex (Cha): Stopping an angry, charging
foe
Reflex (Str): Grabbing a falling friend
Reflex (Wis): Stopping yourself before
you do something foolish
Will
(Con): Ignoring physical distractions
Will (Int): Enduring something intellectually
challenging
Will (Cha): Resisting something that
attacks your own identity (like a dominate person
effect)
Fort
(Str): Resisting something attempting to
knock you down or hold you in place
Fort (Int): Resisting something that
is physically affecting your brain
You
might find, if you've got the game fairly mastered,
that such a rule doesn't add too much complexity
and does add some interesting robustness. Arguably,
it's a robustness that's already in the rules
(saves are already modified by ability scores)
-- it's just expanding the concept in a slightly
new direction. It's not a rule for everyone,
but it may encourage some of you to find a new
way to tinker with things, and for many of us,
that's half the fun.
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