Mishihari Lord
First Post
I like the pillars idea because in a way it works exactly the opposite of roles. Roles promote specialization in PCs, while pillars promote being a generalist.
Perhaps, but what's wrong with picking a split, and using it as a guide to design the game?
The pillars aren't as artificial as all that.
They actually arise out of the way that people actually play the game.
If they go for some form of codified balance across the pillars then my "knows lots of things" character is quite likely to be hard to build effectively.
As is my nature themed character or my sea themed character etc.
And it is going to be harder for me to create a campaign where characters ability to create artistic items is important (eg, Rokugan).
Splitting the game into the three pillars from a theoretic viewpoint isn't bad. Actually, I think it's a good way to look at D&D.
But the recent "trap choice" article on feats worries me. I fear that they take the split to far and to literally, to a point where it will be detrimental to the game.
That article feels to me like when 4th was comming in.
For example they identified the PC roles of striker, leader, controller and defender. A thing that was important to consider.
But then that idea was pushed to an exegarated point, where it became artificial and ridiculous.
This. We bitch at WOTC when the design process isn't transparent but then we bitch even more when they show us how professional designers make games.Though EGG tells us that D&D is a game, many do not approach it that way, despite having dice in hand. Many people play D&D as cooperative storytelling, or imagine that they do.
For those folks, talks of pillars, silos, and all that draws back the curtain.
Many people want the Wizard of Oz, not the traveling salesman.
pauljathome said:I'm not sure that linking to another post that claims that there are 3 non combat pillars is the best way to support the argument that there are 2 non combat pillars.