Posted: Sat Dec 20, 2014 2:56 am
Fuck off, silva.
(Obviously this pruning of complexity puts much more of the onus of deciding positions on the MC, which necessarily makes it more unfair. But it's still simpler.)
As far as I know from 4E, characters monsters often have a choice of abilities to use, that might be on a recharge or whatever. 13th Age does the Winds of Fate thing where entities have multiple abilities, but the choice of whether to use those abilities is restricted by the result of your attack roll. So your fighter has "Basic Attack" and "Lunging Attack", but they can only use "Lunging Attack" if their d20 attack roll is an even number or whatever. Which is also simpler than 4E.
If you don't think that, in practice, Theatre of the Mind positioning usually ends up being simpler than count-the-squares battlegrid positioning, then I don't know what to say. You can come up with specific counterexamples involving large numbers of dudes and really complicated battlefields or whatever. But those don't really happen with D&D-sized skirmishes all that often. If you actually require a character to keep track of their displacement vector for every other dude in the battle, then yeah, Theatre of the Mind is more complicated. But I claim that such an implementation almost never happens, precisely because it would be so infeasible.Kaelik wrote: 1) relative positioning and defenses is not in fact simpler than squares. Not even a little bit, I mean, if you have a true board and turn based, you basically just made the game exactly the same except with vectors that aren't 90 degrees, so that is more complex, if you don't have turn based, you have 2es shitty way more complicated simultaneous acting, which is also more complicated.
(Obviously this pruning of complexity puts much more of the onus of deciding positions on the MC, which necessarily makes it more unfair. But it's still simpler.)
I think what ruemere might have meant with "most values are static" is that, in 13th Age, all enemies have fixed damage values. That is simpler than 4E, straight up. But it's not super clear from their statement, which ties back into the fact that ruemere wrote a shitty "sell me on 13th Age" pitch.2) "most values are static" might be a vague sort of description of a simplicity, in which apparently buffs and debuffs don't exist. But I highly fucking doubt it, since 13th Age was modelled after 4e, and 4e was literally a game about fiddly +1s and nothing else, so I concede that this could possibly describe such a thing, but more likely describes actually just 4e.
3) "has multiple attack modes and d20 decides what attack modes are used" is the furthest thing I could possibly imagine from simplicity.
As far as I know from 4E, characters monsters often have a choice of abilities to use, that might be on a recharge or whatever. 13th Age does the Winds of Fate thing where entities have multiple abilities, but the choice of whether to use those abilities is restricted by the result of your attack roll. So your fighter has "Basic Attack" and "Lunging Attack", but they can only use "Lunging Attack" if their d20 attack roll is an even number or whatever. Which is also simpler than 4E.