I definitely agree that martials doing cool things at high levels is desirable. I want mid-teens-level Fighters ripping adamantine bars out of their sockets. I want He-Man used as one of the models for what a really high-level fighter should be like.
I've never seen He-Man - can you provide some specific examples of what you'd like to see? (I
have seen gameplay videos of Metal Gear Rising, though.)
Yeah. The reason they're all plausible readings is because they're all important. 'Effort' is the crossroad where all of those definitions intersect, in the context of game design.
*deep sigh*
They are in fact all important. But you know how overusing the word 'average' leads to average-as-in-most common challenges having average-as-in-50/50 success chance, for the type of character most likely to take that sort of challenge (an in-fiction expert), leads to the downright
slapstick situation where the world's strongest man has a 50% chance of failing to open a mildly stuck door?
Same problem here. Clarify your
specific objection, lest even a well-meaning and cooperative conversation partner do the literal opposite of what you wanted them to.
In regards to this question, though... Tracking a heat mechanic is actually dead simple. As a player or a GM, you can just set aside a die or a few coins or similar and there's your heat tracker.
If you're meeting face-to-face, and have a spare die or a small enough heat range for coins or pebbles to work, and - crucially - the players know this is an option, because I absolutely might've gone through the whole obnoxious erase-and-rewrite routine if I was playing one.
The stuff with damage per turn averages and such are something you-the-game-developer have to calculate, rather than you-the-player, and are something only certain parts of your playerbase will even bother to calculate... But bother they will, and thus guides and viability rankings are born.
Why not just tell the players my own calculations? D&D is historically terrible at explaining its assumptions, but why would I follow their bad example?
In this case, Heat's just an example on how even small differences in the amount of crunch involved drastically change the viability of a class or subclass due to all sorts of external factors.
I guess so? It's absolutely not convincing me that crunchlevel is inextricably tied to power, though.
As for simply copying over the spell system as fancy moves... Spellcasters aren't exactly complex. Sure, they're marginally more complex than Goodswing guy, and it can be a good idea for a subclass, but it is by no means enough to satisfy players that like a lot of crunch, because anyone who'd be satisfied playing a spellcaster usually already is.
Couple things going on here:
*Flavor, crunchlevel, and powerlevel are three distinct axii. Setting power aside as something I want to equalize, there are presumably a lot of people who would like to play martials with the crunch levels available to casters, and there are definitely a lot of people who would like to play casters with the crunch level available to martials.
*If you want something more crunchy than 5E casters, that's fair, but what are you hoping for? 3.X casters? One of those mech RPGs with stats for every bodypart? I wasn't actually
expecting to go higher than spells-as-consumable-heist-gadgets, i.e. Vancian casting.
So that brings us to your definition of crunch. System interconnectivity is part of crunch, yes... But it is not the only part of crunch. 'Complexity' and 'number of viable options' are both also factors that need to be considered.
I actually said interconnected
ness for a reason, which is that unlike interconnectivity (the capacity to be connected), interconnectedness means how much something
is connected to other stuff. Which I think encapsulates complexity, at least, quite nicely.
Viable option range is also arguably a type of connection, but point taken there.
(As an aside, the Duelist class from Pokemon Tabletop United is an excellent example of this type of Heat mechanic.)
Huh, never heard of it. I've been disappointed with Pokemon basically since Generation 2 - just expanding the pokedex and doing incredibly superficial plot rehashes instead of following up on the ~7 technological revolutions in Gen 1. Maybe a TRPG would be better for that?