JoshuaZ comments on Open Thread, May 1-15, 2012 - Less Wrong

7 Post author: OpenThreadGuy 01 May 2012 04:14AM

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Comment author: JoshuaZ 01 May 2012 03:07:36PM 1 point [-]

Loophole may have been a bad term to use given the connotation of rules having a spirit. It might make more sense in context to use something like "Surprisingly easy way to to make one extremely powerful if one knows the right little small things."

Comment author: sixes_and_sevens 01 May 2012 03:29:12PM 4 points [-]

I think you're missing my point, though I didn't really emphasise it. Rule systems are artificial constructs designed for a purpose. Game rules in particular are designed with strong consideration towards balance. Both the examples you gave would be considered design failures in their respective games. The reason they are noteworthy is because the designers have done a good job of eliminating most other avenues of allowing a player character to become game-breakingly overpowered.

You ask "is this evidence that randomized rule systems that are complicated enough to be interesting are also likely to allow some sort of drastic increase in effective abilities using some sort of loopholes?" Most rule systems aren't randomised; if they were they probably wouldn't do anything useful. They're also not interesting on the basis of how complicated they are, but because they've been explicitly designed to engage humans.

Comment author: JoshuaZ 01 May 2012 03:34:38PM *  1 point [-]

Ah, I see. I didn't understand correctly the first time. Yes, that seems like a very valid set of points

Comment author: sixes_and_sevens 01 May 2012 03:57:58PM 2 points [-]

My D&D heyday was 2nd ed, where pretty much any three random innocuous magic items could be combined to make an unstoppable death machine. They've gotten better since then.