I would argue that those principles were a mistake in the first place.AlanC9 wrote...
This is only true if min/maxing is based on the item loadout, like in AD&D. You could have a design where items are relatively generic but characters designs themselves are complex. Many modern PnP systems work this way; CRPGs are in some ways a museum of obsolete design principles.
Look at the loot guidelines in 1st edition AD&D. Magic equipment (anything other than generic equipment) was extremely rare. I'd like to see that again. Of course, back then the differences weren't found in the character's either, but instead the differences resided in how those characters were played.
I'd love to see less min-maxing of equipment and instead just give us more complex characters to build.





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