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Legends & Lore 09/03 - RPG design philosophy
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6007687" data-attributes="member: 882"><p>Disagree, though allow me to frame. In any mechanically light situation, such as a social interaction, exploration or meta-game plot realisation (you know, when you solve the mystery or connect the dots), characters can shine independent of the system used to create them. Even the low charisma, no social skills dwarf can say the right thing at the right time, because the player does so, and a poor subsequent dice roll will never take away an idea (let's offer this instead of this, then you, Paladin, do the persuading). These situations are those moments when the DM says, yes, that works, or, well done, have a +2 bonus for being smart, or, great job for listening to the detailed description of the room I gave earlier and looking in the right place.</p><p></p><p>In a mechanically heavy situation, and you can't get much more mechanically heavy than 4E combat (3E comes a close second!), the way the characters are built makes a huge difference in their ability to shine. When built similarly, following the same structure, not differing too much in terms of defences and other numbers, it's difficult to shine in a unique way, to do something that nobody else could do, to solve a problem in a way that only you can. What it does instead is encourage strong teamwork, and synergy, for when both the fighter and mage are capable of locking down several opponents to help defend the rogue, they have to agree who does what and when. If there's been a fireball and everyone is injured, the party have to agree what healing resources to use.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6007687, member: 882"] Disagree, though allow me to frame. In any mechanically light situation, such as a social interaction, exploration or meta-game plot realisation (you know, when you solve the mystery or connect the dots), characters can shine independent of the system used to create them. Even the low charisma, no social skills dwarf can say the right thing at the right time, because the player does so, and a poor subsequent dice roll will never take away an idea (let's offer this instead of this, then you, Paladin, do the persuading). These situations are those moments when the DM says, yes, that works, or, well done, have a +2 bonus for being smart, or, great job for listening to the detailed description of the room I gave earlier and looking in the right place. In a mechanically heavy situation, and you can't get much more mechanically heavy than 4E combat (3E comes a close second!), the way the characters are built makes a huge difference in their ability to shine. When built similarly, following the same structure, not differing too much in terms of defences and other numbers, it's difficult to shine in a unique way, to do something that nobody else could do, to solve a problem in a way that only you can. What it does instead is encourage strong teamwork, and synergy, for when both the fighter and mage are capable of locking down several opponents to help defend the rogue, they have to agree who does what and when. If there's been a fireball and everyone is injured, the party have to agree what healing resources to use. [/QUOTE]
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