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Lormyr

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« Reply #75 on: <02-14-20/1142:37> »
Those things are not mutually exclusive though. You can have a wide range of options available while still only being capable of selecting a few.

Edit: For example, adding spells, power points, foci, initiation, ect. to the list of things available at chargen is increasing options, but you still only have your normal 50-70 karma to spend on them. If anything that should add depth to your position, because now you have even harder choices to make on what to do with that karma.
« Last Edit: <02-14-20/1149:16> by Lormyr »
"TL:DR 6e's reduction of meaningful choices is akin to forcing everyone to wear training wheels. Now it's just becomes a bunch of toddlers riding around on tricycles they can't fall off of." - Adzling

skalchemist

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« Reply #76 on: <02-14-20/1216:59> »
Those things are not mutually exclusive though. You can have a wide range of options available while still only being capable of selecting a few.

Edit: For example, adding spells, power points, foci, initiation, ect. to the list of things available at chargen is increasing options, but you still only have your normal 50-70 karma to spend on them. If anything that should add depth to your position, because now you have even harder choices to make on what to do with that karma.
Lormyr, this is a preference, not a universal.  A wide range of options is fun for many people, but it isn't necessarily fun for everyone.  As an example, consider the popularity of the Powered by the Apocalypse games, which typically have very focused playbooks with a limited number of options in them. 

Again, I'm not saying you are wrong to like what you like.  And I'm definitely not saying the current 6E system makes sense in the way it is structured.  I'm just saying what you are claiming is universal is not really so. 

The only reason I am even mentioning it is that so much online discourse about RPGs in general gets heated and difficult because people make assumptions that the things they enjoy in RPGs are the things everyone loves and therefore the mechanics that support those things are the best mechanics. People talk past each other about system level things like "balance" when the whole conversation could probably have stopped at "here is something i like!"/"I don't like that very much". 

Its useful to say:

* I think this mechanic sucks because its trying to do X but is not doing that.
* I think this mechanic sucks because I don't enjoy the effects it produces.
* I think this mechanic sucks because it causes these problems with these other mechanics.

But I don't think it is very useful to say:

* I think X mechanics are always better than Y mechanics. 

Because that is really just code for:

* I like X mechanics better than Y mechanics.

and you can't/shouldn't argue about what people like, what is the point?  We all like what we like; its usually pretty inexplicable why it happens.
« Last Edit: <02-14-20/1314:55> by skalchemist »

Lormyr

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« Reply #77 on: <02-14-20/1409:54> »
We'll just have to agree to disagree on that one.
"TL:DR 6e's reduction of meaningful choices is akin to forcing everyone to wear training wheels. Now it's just becomes a bunch of toddlers riding around on tricycles they can't fall off of." - Adzling

 

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