nys wrote:Needing a spreadsheet to handle the previous edition is/was just as much of a problem. I'm sure people usually utilize a spreadsheet because that's the only way to feasibly handle the rules the way they are written, not out of any particular love of spreadsheets. I suppose you make a valid point that it isn't worse than the first edition.
I disagree fairly strongly,
There was very little in 1st Edition that required complex calculation - it was simply that a spreadsheet was an extremely convenient way of presenting the data in a use-able form, or to handle lots of simple calculations (like income, I got the impression that using word documents wasn't too uncommon, so it wasn't the math that was an issue),
That said, 2nd edition looks to have a lot more math in it (there where no ^ calculations in first edition for a start), albeit tucked away in aspects of the rules that are only used intermittently (ship design, etc).
As for the pen&paper vs computer thing, for me the big deal is being able to set
my own parameters. The PC may be good, but ultimately I'm in the hands of the design-decisions that the game designer made. With the pen&paper game
I get to make my own decisions about what rules to use, house rules, etc...
nys wrote:I appreciate the advice for front-loading a game by creating a bunch of pre-generated stats myself.. but that does seem like a lot of work and takes one of the more creative aspects of the game (unit creation) out of the hands of the players. Not ideal, but could be workable.
Unit creation is one of those things that will make-or-break the game though. If it is broken then the game simply will not work.
I've seen a lot of simple unit-design systems, and balancing them is extremely difficult. So if there is one area where complex math is acceptable it is here,
I figure that the only time I'll ever need to design a lot of ships is at campaign start - after that I doubt that I'll need to design more than a couple of ships at a time, and a simple spreadsheet will make the task extremely simple surely (especially if released as an OpenOffice file rather than Excel so that it's free, and summarises ship stats conveniently after design),
For me, simple combat is
far more important than simple ship design (combat requires player-interaction which is long-winded if it is complex, ship design does not), and I and most of my group would rather play emperors, etc rather than battlegroup commanders (we employ battlegroup commanders to do that job, why do they need our advice?),
nys wrote:I am definitely interested in your thoughts for a simplified system. Not necessarily to the "board game" level, but maybe closer to "role playing game" level.
Hmmm,
There are some very complex RPG's
