Grunker
RPG Codex Ghost
handup: I actually don't think your post is a misrepresentation, so I think we disagree less than you probably believe. You correctly identify what I'd say were true problems with Pathfinder. See my earlier post. I really meant it when I said that unless you go all Excidium up in this shit and yearn for some kind of never released, perfect RPG, you're going to have to deal with the problems that an insanely complex medium usually handled by a very little group of underpaid guys produce.
In other words: the teams making complex RPG systems are not equipped to create perfection. When I call Pathfinder a 'fantastic system', I am comparing it to its contemporaries. I think any hypothetical argument, though interesting I suppose, ultimately misses the point. We're here. We're playing. Of course we're going to call the things that work best in practice the best, until something that meets the hypothetical and perfect standards, believed possible by people like Excidium or Roguey, comes along.
Anyway, you are most obviously wrong here:
Again, compared to what? Even Pathfinder core has an ocean of choices, and saying that most aren't viable is only true if you theorycraft to quote-unquote "obviosuly broken" stuff. And, like I said, that kind of stuff extremely rarely works in practice the way it does in theory.
Pathfinder is bloated, yes, but you fail to ackknowledge the fact that the wealth of choices offered by it is impossible without bloat. Again, point me to something with similar customization that is better.
Let's say that you're right. Let's say that we agree that Pathfinder is fantastic for the experienced GM who actually puts in the time to understand what he's dealing with, and worse for beginners. Okay. We have now agreed upon that. Does that make the game worse for me or other experienced groups? It doesn't, does it, by virtue of the very statement "good for experienced players, worse for beginners."
This much is true of GURPS as well. In fact, it's true for any system with a level of complexity compared to these games. Their very strength is that they offer so much. It is comparable to Nu-XCOM versus Xenonauts. Though both games are good, Xenonauts clearly offers a more complex and gratifying gameplay experience, but it is infintely more demanding of its player. Is that a flaw?
If you ask me, the entire purpose of the RPG Codex - if indeed it has any - is to answer the above question with "NO."
It is no secret that an adult conversation in a mature group is maybe 90% of any good play experience. The rest is just gravy, really. The older I get, the more I realize that group dynamic and lead-in conversations about expectations matter more than any content and system ever could.
Thanks bro, much obliged. Anyone is welcome to chip in with suggestions - all documents are living, and obviously the practical play experience is influenced pretty hugely by houserules that apply directly.
In other words: the teams making complex RPG systems are not equipped to create perfection. When I call Pathfinder a 'fantastic system', I am comparing it to its contemporaries. I think any hypothetical argument, though interesting I suppose, ultimately misses the point. We're here. We're playing. Of course we're going to call the things that work best in practice the best, until something that meets the hypothetical and perfect standards, believed possible by people like Excidium or Roguey, comes along.
Anyway, you are most obviously wrong here:
handup said:Pathfinder is not complex
Again, compared to what? Even Pathfinder core has an ocean of choices, and saying that most aren't viable is only true if you theorycraft to quote-unquote "obviosuly broken" stuff. And, like I said, that kind of stuff extremely rarely works in practice the way it does in theory.
Pathfinder is bloated, yes, but you fail to ackknowledge the fact that the wealth of choices offered by it is impossible without bloat. Again, point me to something with similar customization that is better.
Good for you, most dms however may not be as system-savy as you though. Most people use (and expect to be used) the core rules. It's great that pathfinder gives good dms the chance to tinker the system to remove its annoyances but that should not be necessary to enjoy the game.
Let's say that you're right. Let's say that we agree that Pathfinder is fantastic for the experienced GM who actually puts in the time to understand what he's dealing with, and worse for beginners. Okay. We have now agreed upon that. Does that make the game worse for me or other experienced groups? It doesn't, does it, by virtue of the very statement "good for experienced players, worse for beginners."
This much is true of GURPS as well. In fact, it's true for any system with a level of complexity compared to these games. Their very strength is that they offer so much. It is comparable to Nu-XCOM versus Xenonauts. Though both games are good, Xenonauts clearly offers a more complex and gratifying gameplay experience, but it is infintely more demanding of its player. Is that a flaw?
If you ask me, the entire purpose of the RPG Codex - if indeed it has any - is to answer the above question with "NO."
handup said:There's also the fact that people see rules in the srd and assume that it is allowed.
It is no secret that an adult conversation in a mature group is maybe 90% of any good play experience. The rest is just gravy, really. The older I get, the more I realize that group dynamic and lead-in conversations about expectations matter more than any content and system ever could.
handup said:Edit: Pretty cool homebrew btw, just read it.
Thanks bro, much obliged. Anyone is welcome to chip in with suggestions - all documents are living, and obviously the practical play experience is influenced pretty hugely by houserules that apply directly.
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