luj1
You're all shills
IMO it's good (only) when it essentially has no downside, such as
Bad accessibility imo would be the Effort mechanic in Numenera, making it very hard to fail skill rolls therefore trivializing character development.
What do you think? Give us some examples on "good accessibility" and "bad accessibility"
- when it impacts UI design (in terms of visibility of information)
- it saves you clicks
- it's a customisable option (can suit different playstyles e.g. turn map on/off, combat speed etc.)
- becomes a core design philosophy (Sawyer)
- makes the game too easy
- murders C&C and/or character building
Bad accessibility imo would be the Effort mechanic in Numenera, making it very hard to fail skill rolls therefore trivializing character development.
What do you think? Give us some examples on "good accessibility" and "bad accessibility"
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