Totktospit
Educated
I believe, it was already discussed previously in some aspects, but still opinions of codex citizens on hidden math in rpg are very interesting to me.
Earliest RPGs based on tabletop games had pretty straightforward math, but still core rules were published in manuals. Today it is pretty common that RPGs describe characters through some numbers, without description of core resolution rules.
The motivation for hidden math is often the desire to hide "uninteristing" details of mechanics implementation and to not encourage munchkin behavior instead of "true" roleplaying. But in such case is not it better to completely replace numeric description with adjectives. For example instead of "5 level melee skill" game can use "average melee skill".
Other common argument for hiding math is the joy of figuring out the system. IMHO, such argument doesn't hold water in most cases except of rogue-likes. It is more similar to bad choose-your-adventure-books. Since the player has no information to make not random choice and he also has to repeat everything from the start in case of failure.
The most aggravating part from my point of view ith that benefits from stat increasing are often quite unlinear, with mechanical changes only at deliberate thresholds and with diminishing returns after some value.
What is your opinion on hidden math in RPGs?
Earliest RPGs based on tabletop games had pretty straightforward math, but still core rules were published in manuals. Today it is pretty common that RPGs describe characters through some numbers, without description of core resolution rules.
The motivation for hidden math is often the desire to hide "uninteristing" details of mechanics implementation and to not encourage munchkin behavior instead of "true" roleplaying. But in such case is not it better to completely replace numeric description with adjectives. For example instead of "5 level melee skill" game can use "average melee skill".
Other common argument for hiding math is the joy of figuring out the system. IMHO, such argument doesn't hold water in most cases except of rogue-likes. It is more similar to bad choose-your-adventure-books. Since the player has no information to make not random choice and he also has to repeat everything from the start in case of failure.
The most aggravating part from my point of view ith that benefits from stat increasing are often quite unlinear, with mechanical changes only at deliberate thresholds and with diminishing returns after some value.
What is your opinion on hidden math in RPGs?