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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Lanefan" data-source="post: 7462403" data-attributes="member: 29398"><p>The 'process' I'm referring to is the game-mechanical process of awarding and assigning xp after said monsters have been defeated, or missions accomplished, or diplomacy spoken, or whatever else earns xp in a given game.</p><p></p><p>The character (via its player) has for the time being decided to focus it's activities on, say, thieving and sneaking (Rogue) more than on martial action (Fighter).</p><p></p><p>A real-world equivalent might be that I could decide that for the next half-year or so I'm going to focus my writing efforts (analagous here to adventuring exploits) on creating D&D modules, as opposed to the song lyrics I've been focusing on for the past while. End result: for the next while I gain more module-writing practice than lyric-writing practice, thus in theory over that time - for these purposes assuming practice leads closer to perfect at a constant rate - I become a marginally better lyric writer through limited practice and a more noticeably better module writer through greater practice.</p><p></p><p>What I can't do is just write whatever I feel like and then six months from now decide I'm suddenly a better module writer, which is analagous to how 3e does it.</p><p></p><p>We don't break it down to that degree, but there's the occasional time when a batch of xp will be forced into one class - our usual example is a 25% fighter/75% MU who defeats a foe solely by use of physical combat might get the xp for that combat forced to her Fighter side only.</p><p></p><p>Most of the time, what I find is that some double-class characters will often tend to use mostly one class in one combat and mostly the other in the next, such that it vaguely evens out in the end. And I don't even think this is intentional on the player's part - it just works out that way.</p><p></p><p>That, and many double-class characters in effect mostly use one class just to support and augment the other, as in a Thief/MU who mostly uses her spells to help with her sneaking and thieving. (or my favourite, which unfortunately I've never really been able to get off the ground yet despite having got a couple into play over time: a Necromancer/Assassin who uses the Necromancer side to augment the Assassin side to better and more neatly kill things which in turn provides corpses for the Necromancer side to play with) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7462403, member: 29398"] The 'process' I'm referring to is the game-mechanical process of awarding and assigning xp after said monsters have been defeated, or missions accomplished, or diplomacy spoken, or whatever else earns xp in a given game. The character (via its player) has for the time being decided to focus it's activities on, say, thieving and sneaking (Rogue) more than on martial action (Fighter). A real-world equivalent might be that I could decide that for the next half-year or so I'm going to focus my writing efforts (analagous here to adventuring exploits) on creating D&D modules, as opposed to the song lyrics I've been focusing on for the past while. End result: for the next while I gain more module-writing practice than lyric-writing practice, thus in theory over that time - for these purposes assuming practice leads closer to perfect at a constant rate - I become a marginally better lyric writer through limited practice and a more noticeably better module writer through greater practice. What I can't do is just write whatever I feel like and then six months from now decide I'm suddenly a better module writer, which is analagous to how 3e does it. We don't break it down to that degree, but there's the occasional time when a batch of xp will be forced into one class - our usual example is a 25% fighter/75% MU who defeats a foe solely by use of physical combat might get the xp for that combat forced to her Fighter side only. Most of the time, what I find is that some double-class characters will often tend to use mostly one class in one combat and mostly the other in the next, such that it vaguely evens out in the end. And I don't even think this is intentional on the player's part - it just works out that way. That, and many double-class characters in effect mostly use one class just to support and augment the other, as in a Thief/MU who mostly uses her spells to help with her sneaking and thieving. (or my favourite, which unfortunately I've never really been able to get off the ground yet despite having got a couple into play over time: a Necromancer/Assassin who uses the Necromancer side to augment the Assassin side to better and more neatly kill things which in turn provides corpses for the Necromancer side to play with) :) Lanefan [/QUOTE]
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