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<blockquote data-quote="Greenfield" data-source="post: 7439467" data-attributes="member: 6669384"><p>First, off, sorry about misreading. I saw "Run" and thought about the standard feat. I didn't realize that you were proposing a skill with the same name.</p><p></p><p>Voice of experience here: I wrote a super hero game a decade or three ago that included Run as a skill. Everyone maxed it out, always. Add enough and anyone can be the Flash. It's a bad idea, and warps play significantly.</p><p></p><p>My reference to the Warrior wasn't suggesting it as a playable class. Instead I was saying that there is another class, an NPC class specifically designed to fill the more boring parts of medieval fantasy warfare, such as working a shield wall or garrison duty. We don't need to provide every PC class with enough option slots (feats and/or skills) to make them a master of every aspect of combat. Some of those duties are usually reserved for NPCs (i.e Warriors).</p><p></p><p>In fact it's the need to pick and choose what to master that gives PC characters their individuality, ability wise. Your view seems to be paradoxical in a way: By adding more option slots, based on perceived "Gotta have it" needs, you effectively advocate for their being no real options at all. If every "option" is actually a requirement, then nothing is actually "optional".</p><p></p><p><Tangent>I always thought it odd that the Paladin is supposed to exemplify Law. Law in D&D is defined as adhering to the standards of society. Since most of society is all about staying home, working a job or a farm and raising a family, being any kind of Adventurer at all is a form of rebellion against the standards of society. Viewed that way, as soon as someone becomes a Paladin, they stop being one. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </Tangent></p><p></p><p>But then, Alignment is a topic for another day.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7439467, member: 6669384"] First, off, sorry about misreading. I saw "Run" and thought about the standard feat. I didn't realize that you were proposing a skill with the same name. Voice of experience here: I wrote a super hero game a decade or three ago that included Run as a skill. Everyone maxed it out, always. Add enough and anyone can be the Flash. It's a bad idea, and warps play significantly. My reference to the Warrior wasn't suggesting it as a playable class. Instead I was saying that there is another class, an NPC class specifically designed to fill the more boring parts of medieval fantasy warfare, such as working a shield wall or garrison duty. We don't need to provide every PC class with enough option slots (feats and/or skills) to make them a master of every aspect of combat. Some of those duties are usually reserved for NPCs (i.e Warriors). In fact it's the need to pick and choose what to master that gives PC characters their individuality, ability wise. Your view seems to be paradoxical in a way: By adding more option slots, based on perceived "Gotta have it" needs, you effectively advocate for their being no real options at all. If every "option" is actually a requirement, then nothing is actually "optional". <Tangent>I always thought it odd that the Paladin is supposed to exemplify Law. Law in D&D is defined as adhering to the standards of society. Since most of society is all about staying home, working a job or a farm and raising a family, being any kind of Adventurer at all is a form of rebellion against the standards of society. Viewed that way, as soon as someone becomes a Paladin, they stop being one. :) </Tangent> But then, Alignment is a topic for another day. [/QUOTE]
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