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What is Good for D&D ... is Good for the RPG Hobby- Thoughts?
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<blockquote data-quote="Thomas Shey" data-source="post: 8940771" data-attributes="member: 7026617"><p>We hit things like it early in our careers as gamers, so no one even blinks at it, figuring the trade-off of "getting what you want" is "you have to do the lifting to decide and choose what you want."</p><p></p><p></p><p></p><p>The giveaway, especially with 6e, you can approach it from Powers, Skills, Characteristics or Complications in any order and it'll more or less work; you may have to backpedal because of overspends, but that's the worst of it.</p><p></p><p></p><p></p><p>Its the thing I always look at with a jaundiced eye; D&D spells have never really been built to a common metric (there's been some effort as time as gone by, but its still pretty marginal). That doesn't have to be the case, but its so ensconced in expectations that people take it as a given.</p><p></p><p></p><p></p><p>Its very much a game of its age in that regard, and I can understand the objection, but to some extent that's a trade-off in having a lot of actually meaningful decision in combat and distinctions in builds that you don't get to nearly the same degree with more modern games (even relatively trad style ones). As an example, I can say with all honesty I've never found a game that was more fun to play martial artist in (superheroic or not) than Hero. But there's a price for all that (does the game <em>really</em> need to make a distinction between Concealment, Shadowing and Stealth? How much does it matter to most players? But again, a game of its age).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8940771, member: 7026617"] We hit things like it early in our careers as gamers, so no one even blinks at it, figuring the trade-off of "getting what you want" is "you have to do the lifting to decide and choose what you want." The giveaway, especially with 6e, you can approach it from Powers, Skills, Characteristics or Complications in any order and it'll more or less work; you may have to backpedal because of overspends, but that's the worst of it. Its the thing I always look at with a jaundiced eye; D&D spells have never really been built to a common metric (there's been some effort as time as gone by, but its still pretty marginal). That doesn't have to be the case, but its so ensconced in expectations that people take it as a given. Its very much a game of its age in that regard, and I can understand the objection, but to some extent that's a trade-off in having a lot of actually meaningful decision in combat and distinctions in builds that you don't get to nearly the same degree with more modern games (even relatively trad style ones). As an example, I can say with all honesty I've never found a game that was more fun to play martial artist in (superheroic or not) than Hero. But there's a price for all that (does the game [I]really[/I] need to make a distinction between Concealment, Shadowing and Stealth? How much does it matter to most players? But again, a game of its age). [/QUOTE]
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