Simplification and Complexity: Task Resolution

Echelon, being derived primarily from the Revised System Reference Document, uses a d20-based task resolution system. Pretty much all character-related actions that can pass or fail have the decision made with a single die roll: d20 + modifiers >= Difficulty Class (DC) This is about as simple as it gets, really.   …

Simplification and Complexity: Duration

Rounds per level, minutes per level, hours per level… or some random number of rounds, minutes, or hours, or a combination… This gets to be a pain to manage.  I can’t be bothered to count things too carefully, especially when most of the time the duration doesn’t run out while …

Simplification and Complexity: Range

Range can be abstracted.  I discussed it recently in Weapon Speed in D&D at KJD-IMC, but it can be abstracted slightly more than that. Range honestly amounts to “too far away”, “just right”, and “too close”.  “Too far away” means you can’t affect your target, or can only do so at a …

Simplification and Complexity

I was talking with John Payne from Sycarion Diversions about system simplification. Many games build complex systems, then offer means to simplify the rules.  John suggested that perhaps games should build simple systems, then offer options to make them more complex. I can’t help but agree.  I aim to make the …

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