The idea of a complexity "sweet spot" is fairly unfortunate, but it doesn't make it untrue. Advanced Magic or Shadowfist players do not start the game with larger hands, because adding complexity like that simply does not improve the game.hogarth wrote:So what do you get for going up in levels, if not more choices of actions? Just another +1 or +10% damage, like an AD&D fighter?Ice9 wrote: Why the hell would you tie complexity to power level anyway? So if a DM with experienced players wants to run a gritty low-level game everyone gets to be bored? Or if a DM with newbie players wants to run a high-power "heroes of legend" thing everybody is confused?
Now, you can throw in some stuff at higher levels that takes more experience to evaluate. A low level option might be Power Attack: it's an inaccurate attack vs. dodginess that does a lot of damage. If the target is helpless or just really shitty at dodging or is very resistant to damage you'll use it, and otherwise you won't. So if it comes up against a Golem you'll use it and if it comes up against an imp you'll use Basic Attack instead. That's simple and newbies can jolly well make that tactical choice. At higher level you won't even have a basic attack option so you'll be deciding whether you want to do a Rising Dragon Strike or a Meteor Smash, and that in turn has to do with whether you'd rather knock your opponent far away or hit every square around the square that your target is in.
But the actual number of cards in your hand shouldn't change much over time. Because whatever the optimal number is for the game, that is the optimal number!
-Username17