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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14201 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jan 22, 2021 2:38 am Post subject: |
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Strange you say "You like simplicity", with all the rules mods, add ons and the like, you keep coming up with. _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Fri Jan 22, 2021 12:46 pm Post subject: |
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garhkal wrote: | Strange you say "You like simplicity", with all the rules mods, add ons and the like, you keep coming up with. |
I'm reminded of the duality of mankind. Sometimes we don't make sense.
I like having the option of adding more depth if I want, but most times I just try keep things simple, it's all about finding that right balance of speed and substance. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16305 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 22, 2021 1:05 pm Post subject: |
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There’s a time and a place for everything. Complex is fine for character builds and such, but not so much when it comes to a fast-paced combat scene. It needs to be simple enough for the GM and the players to keep track of without overloading them with work. Now, if you wanted to, say, come up with a way to factor speed into evasiveness so that it boils down to a single, aggregate dice roll, then sure, but having to track SUs moves for every missile and torpedo in flight, in addition to all the ships involved, then I’m not interested. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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