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<blockquote data-quote="Tony Vargas" data-source="post: 7221585" data-attributes="member: 996"><p>Nod. OTOH, that means they lend themselves to 'spamming' the same best-maneuver (either gamist 'best'-by-the-numbers/marginally-imbalanced-in-your-favor or skilled-play best-in-this-situation/used-to-best-advantage) option, which rarely fits a narrative for a maneuver, something that is clever, takes an enemy by surprise, or otherwise isn't just something you do instant-replay over and over.</p><p></p><p> That sounds well-considered. </p><p></p><p>I don't much care for limited-use limitations, in any context (one reason 4e powers caught me by surprise: I'd always tried to think of ways to make D&D less genre-aberrant by removing Vancian mechanics, not by extending them to everyone!), but they're often a fair compromise between realism and gamism, to wring some degree of genre-fidelity out of an RPG-generated narrative. They prevent 'spamming' (which doesn't generally happen in genre), they give the player a resource to manage that doesn't require RL tactical acumen or other expertise (allowing him to play a character different from himself), and they also give the players a give-take way of interacting with the plot in a way similar to author force in an actual story (be it novel, movie or whatever). </p><p></p><p>The key is that they create a gameplay-/agency- critical resource that all players must have equal access too, or the game becomes imbalanced (and not just in the obvious numerical ways like DPR, but in 'story' ways, as well, the character that trundles along at a fractionally higher baseline brings little or no drama to the story, it might act as a foil or backstop, but the character that soars now and then is more likely the star of the show).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7221585, member: 996"] Nod. OTOH, that means they lend themselves to 'spamming' the same best-maneuver (either gamist 'best'-by-the-numbers/marginally-imbalanced-in-your-favor or skilled-play best-in-this-situation/used-to-best-advantage) option, which rarely fits a narrative for a maneuver, something that is clever, takes an enemy by surprise, or otherwise isn't just something you do instant-replay over and over. That sounds well-considered. I don't much care for limited-use limitations, in any context (one reason 4e powers caught me by surprise: I'd always tried to think of ways to make D&D less genre-aberrant by removing Vancian mechanics, not by extending them to everyone!), but they're often a fair compromise between realism and gamism, to wring some degree of genre-fidelity out of an RPG-generated narrative. They prevent 'spamming' (which doesn't generally happen in genre), they give the player a resource to manage that doesn't require RL tactical acumen or other expertise (allowing him to play a character different from himself), and they also give the players a give-take way of interacting with the plot in a way similar to author force in an actual story (be it novel, movie or whatever). The key is that they create a gameplay-/agency- critical resource that all players must have equal access too, or the game becomes imbalanced (and not just in the obvious numerical ways like DPR, but in 'story' ways, as well, the character that trundles along at a fractionally higher baseline brings little or no drama to the story, it might act as a foil or backstop, but the character that soars now and then is more likely the star of the show). [/QUOTE]
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