Good breakdown with pros and cons; random thought but back in 1999 when EverQuest came out, my friend explained how much math was going on in background during combat!
Specific mechanics should include multiple character creation rules, with packs and modular rules. Maybe that would break min-maxers' legs and make custom table-centric rules and permissions a bit closer to being the norm.
I don't claim to have more knowledge and experience than anyone else! There are tons of people who have played way more than me. That said, everything in this video is based on my personal experiences with game mechanics that annoy me and I think could be better.
Good breakdown with pros and cons; random thought but back in 1999 when EverQuest came out, my friend explained how much math was going on in background during combat!
Specific mechanics should include multiple character creation rules, with packs and modular rules. Maybe that would break min-maxers' legs and make custom table-centric rules and permissions a bit closer to being the norm.
Fundamentally, it needs to stop being a tactical wargame with some half baked minigames tacked on the side. Which just... is not going to happen.
Good ideas, me and my friends run our own system but i love to hear aboit how other rpg's work/should work
When you have limited knowledge of the game and all its editions how can you offer a viable solution for 6E?
I don't claim to have more knowledge and experience than anyone else! There are tons of people who have played way more than me. That said, everything in this video is based on my personal experiences with game mechanics that annoy me and I think could be better.