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Weekly Wrecana : A New Division of Martial aka Martial Power through the editions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7096119" data-attributes="member: 82106"><p>Well, now you are into a deep subject. See, I too overthought RPGs at one time. You can of course easily convince yourself the obvious truth that 6 ability scores are far too crude to capture the subtle factors that go into making people good at various things, etc. I wouldn't even dream of arguing this point. The problem is that RPG characters are intended to be strong and fairly obvious archetypes, CARICATURES NOT DEEP CHARACTER STUDIES. Thus the game is best served by strong fighters with big weapons, quick rogues with light weapons, stout rangers with steady hands and great perception, paladins with inspiring personalities, wizards with tall foreheads, etc. </p><p></p><p>It just doesn't serve the end goal of the game to start nitpicking into things so much and over think character design until it becomes obtuse because it begins to serve some philosophical agenda instead of its primary function, quickly and simply classifying characters into a few general bins that facilitate rapid generalization. </p><p></p><p>Wrecan's parsing of the class space in this and its companion articles is IMHO a classic example of what not to do. Its INTERESTING, and I'm not putting it down. I think its one of those kinds of exercises you do when you think about designing a game, but this is definitely a version of things that I would then discard.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7096119, member: 82106"] Well, now you are into a deep subject. See, I too overthought RPGs at one time. You can of course easily convince yourself the obvious truth that 6 ability scores are far too crude to capture the subtle factors that go into making people good at various things, etc. I wouldn't even dream of arguing this point. The problem is that RPG characters are intended to be strong and fairly obvious archetypes, CARICATURES NOT DEEP CHARACTER STUDIES. Thus the game is best served by strong fighters with big weapons, quick rogues with light weapons, stout rangers with steady hands and great perception, paladins with inspiring personalities, wizards with tall foreheads, etc. It just doesn't serve the end goal of the game to start nitpicking into things so much and over think character design until it becomes obtuse because it begins to serve some philosophical agenda instead of its primary function, quickly and simply classifying characters into a few general bins that facilitate rapid generalization. Wrecan's parsing of the class space in this and its companion articles is IMHO a classic example of what not to do. Its INTERESTING, and I'm not putting it down. I think its one of those kinds of exercises you do when you think about designing a game, but this is definitely a version of things that I would then discard. [/QUOTE]
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