but I'd agree (at least with what I understand is Tim's point) that great-good-ok-yucky would need less guidance to the player to understand than 18/73 in D&D.
am disagreeing as to tim's point. "great-good-ok-yucky" is offering no more meaningful guidance than would 1-2-3-4. use percentile strength from ad&d as an example for why adjectives is better than numbers is logic flawed... and just plain silly. and again, in point o' fact, numbers is actual more intuitive for a game, 'cause even though crpgames ain't 'bout winning, people is having expectations o' keeping score or comparing stats.
find a "nifty" sword in the game means what exactly? nifty is particular meaningless in a system devoid o' numbers. add a "nifty" attribute to our "swell" weapon and am having no idea if is more useful than our "meritorious" battleaxe. is actual far more elegant and simple to see the value o' +1 or +20% or something similar, no? sure, is lacking poetry, but is clear, and in a game, clarity should be paramount.
in any event tim gots bass ackwards as we suspect that insofar as games is concerned, people find comfort and familiarity in the numbers. compare hank aaron and babe ruth w/o numbers is not psychological satisfying but is in point o' fact, frustrating. we suspect in the absence o' numbers from developer tim, folks would nevertheless create such. within weeks o' an imaginary tim cain numberless game being released, multiple folks would be creating game guides which ascribed actual numerical values to attributes, skills and feats so as to be making tim's psychological satisfying system more easy to understand, and more satisfying.
tim cain is wrong 'bout numbers, and he sure as heck weren't limiting his perceived mistake to extreme absence o' clarity. a general rule which only applies to obvious extremes is pointless.
HA! Good Fun!
Edited by Gromnir, 01 May 2017 - 11:01 AM.