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The danger of the Three Pillars of D&D
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<blockquote data-quote="I'm A Banana" data-source="post: 5821892" data-attributes="member: 2067"><p>I've consistently indicated that excluding the "always succeeds" and "always fails" extremes is what I want. Sorry if I wasn't clear on that. The fact that I like to play characters with telling weaknesses doesn't mean they always fail -- simply means that they are more likely to fail. I can still get a lucky roll or interact with the scene to get a circimstance bonus with my Aspergaficer. </p><p></p><p></p><p></p><p>I said that they're not expected to. That's key. They can do whatever they want, but they aren't exected to do anything aside from fill their role. A striker isn't expected to contribute defense (even though they might have a good AC). A controller isn't expected to contribute healing (even though they might have good buffs). </p><p></p><p></p><p></p><p>Again, no character should be excluded. That doesn't mean that all characters should be equally skilled. </p><p></p><p>Let me type that again so that you don't miss this central point.</p><p></p><p>No character should be excluded. That doesn't mean that all characters should be equally skilled.</p><p></p><p>Don't misunderstand me.</p><p></p><p>Going forward with that knowledge, you can see how different characters can contribute to the adventure in different ways, while being very good at some contributions and less good at other contributions.</p><p></p><p>A striker class is expected to contribute damage to a combat (they can do other things, but damage is their main function). A combat class should be expected to contribute combat successes to an adventure (they can do other things, but combat is their main function). </p><p></p><p>In the same way that a striker may be horrible at contributing healing (they can heal themselves a little bit), a combat class may be horrible at contributing social successes (they can roll a Charisma check). <strong>Not incapable</strong>, just not very good. Not as good as the social class. </p><p></p><p></p><p></p><p>It's easy.</p><p></p><p>You stop worrying about microbalance within an encouter and start considering the fun people have over the course of a typical 4-hour session. You stop trying to enforce the parity of each roll and instead see partiy as existing over the course of an entire session's rolls. If a player typically makes, say, 10 die rolls in a given game session, you don't worry about each of those rolls having a 50% chance of success, you worry about a roll having a 10% chance of success, and another roll having a 90% chance of success (and 20 and 80 and 30 and 70 and whatever else you want, depending on how swingy you want it). </p><p></p><p></p><p></p><p>It's also choice if they can pick between a Fighter (good Combat, average Exploration, poor Interaction) and a Paladin (good Interaction, average Combat, poor Exploration) and a Ranger (good Exploration, average Combat, poor Interaction) and an Assassin (good Interaction, average Exploration, poor Combat). </p><p></p><p>The choice doesn't need to be within the class. It can be a choice between classes. Especially if you factor in customization elements like Feats, Backgrounds, and Themes that can further shore up or modify what a character is good and bad at.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5821892, member: 2067"] I've consistently indicated that excluding the "always succeeds" and "always fails" extremes is what I want. Sorry if I wasn't clear on that. The fact that I like to play characters with telling weaknesses doesn't mean they always fail -- simply means that they are more likely to fail. I can still get a lucky roll or interact with the scene to get a circimstance bonus with my Aspergaficer. I said that they're not expected to. That's key. They can do whatever they want, but they aren't exected to do anything aside from fill their role. A striker isn't expected to contribute defense (even though they might have a good AC). A controller isn't expected to contribute healing (even though they might have good buffs). Again, no character should be excluded. That doesn't mean that all characters should be equally skilled. Let me type that again so that you don't miss this central point. No character should be excluded. That doesn't mean that all characters should be equally skilled. Don't misunderstand me. Going forward with that knowledge, you can see how different characters can contribute to the adventure in different ways, while being very good at some contributions and less good at other contributions. A striker class is expected to contribute damage to a combat (they can do other things, but damage is their main function). A combat class should be expected to contribute combat successes to an adventure (they can do other things, but combat is their main function). In the same way that a striker may be horrible at contributing healing (they can heal themselves a little bit), a combat class may be horrible at contributing social successes (they can roll a Charisma check). [B]Not incapable[/B], just not very good. Not as good as the social class. It's easy. You stop worrying about microbalance within an encouter and start considering the fun people have over the course of a typical 4-hour session. You stop trying to enforce the parity of each roll and instead see partiy as existing over the course of an entire session's rolls. If a player typically makes, say, 10 die rolls in a given game session, you don't worry about each of those rolls having a 50% chance of success, you worry about a roll having a 10% chance of success, and another roll having a 90% chance of success (and 20 and 80 and 30 and 70 and whatever else you want, depending on how swingy you want it). It's also choice if they can pick between a Fighter (good Combat, average Exploration, poor Interaction) and a Paladin (good Interaction, average Combat, poor Exploration) and a Ranger (good Exploration, average Combat, poor Interaction) and an Assassin (good Interaction, average Exploration, poor Combat). The choice doesn't need to be within the class. It can be a choice between classes. Especially if you factor in customization elements like Feats, Backgrounds, and Themes that can further shore up or modify what a character is good and bad at. [/QUOTE]
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