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Why is realism "lame"?
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<blockquote data-quote="Bedrockgames" data-source="post: 6068223" data-attributes="member: 85555"><p>I don't know the solution to this. It does seem to be one of the core problems keeping the base fragmented. Part of the problem, if we all put our biases aside for a moment, is each group seems to have very different ideas about what constitutes game balance and what maes the game fun. I agree that 3E did a goid job of unifying the system. Bringing everything around some core mechanics was a crucial step in making the game appearless clumbsy. But in terms of balance, for me AD&D felt right, 3E felt highly umbalanced (though in some ways that was a feature, not a bug) and 4E felt balanced but too uniform. I dont think you want to return to AD&D but I do think the classesneed to feel distinct. Feel is very important to a lot of players. </p><p></p><p>My solution would be to accept that pure balance is an imposibility. There are always going to be instances where one class outperforms another. But what you can do is make those variations in power come at a cost and make sure everyone has a strength. The problem in 3E for me isnt o much that ighters andthieves are boring, it is that other classes have too much access to their key abilities (thief skills and, in the case of fighters, multiple attacks). </p><p></p><p>I think we have see that making fighters a resource mnagement class wont work for a lot of people. Instead I think maneuvers they can always attempt, are the way to go. These shouldnot feel likebuttons but like real modes of attack you might see in an actual combat. The trick is setting it up so they are not over or under powered. Also making some conditional might work well too (allowing for ounter attack, etc). Allow other classes to attempt the maneuvers for believability but make the penalty to do so prohibitive (-6 provided the math istruly flatter and dont allowfeats to lower it). As a general rile as well, fighters ought to do a lot bette on crits. Not just a bit, but a lot (adding half their HP for exampe to damage). </p><p></p><p>For theives, i think they really need to dominate the exploration skillsonce again. I get that people have also begun to view them as commands as well. While i really dont like thisflavor or the theif, i would probably throw a bone to this expectation by making backstab work without being broken and explore moremechnics for poison use (this could be a great way to set part the thiefin combat).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6068223, member: 85555"] I don't know the solution to this. It does seem to be one of the core problems keeping the base fragmented. Part of the problem, if we all put our biases aside for a moment, is each group seems to have very different ideas about what constitutes game balance and what maes the game fun. I agree that 3E did a goid job of unifying the system. Bringing everything around some core mechanics was a crucial step in making the game appearless clumbsy. But in terms of balance, for me AD&D felt right, 3E felt highly umbalanced (though in some ways that was a feature, not a bug) and 4E felt balanced but too uniform. I dont think you want to return to AD&D but I do think the classesneed to feel distinct. Feel is very important to a lot of players. My solution would be to accept that pure balance is an imposibility. There are always going to be instances where one class outperforms another. But what you can do is make those variations in power come at a cost and make sure everyone has a strength. The problem in 3E for me isnt o much that ighters andthieves are boring, it is that other classes have too much access to their key abilities (thief skills and, in the case of fighters, multiple attacks). I think we have see that making fighters a resource mnagement class wont work for a lot of people. Instead I think maneuvers they can always attempt, are the way to go. These shouldnot feel likebuttons but like real modes of attack you might see in an actual combat. The trick is setting it up so they are not over or under powered. Also making some conditional might work well too (allowing for ounter attack, etc). Allow other classes to attempt the maneuvers for believability but make the penalty to do so prohibitive (-6 provided the math istruly flatter and dont allowfeats to lower it). As a general rile as well, fighters ought to do a lot bette on crits. Not just a bit, but a lot (adding half their HP for exampe to damage). For theives, i think they really need to dominate the exploration skillsonce again. I get that people have also begun to view them as commands as well. While i really dont like thisflavor or the theif, i would probably throw a bone to this expectation by making backstab work without being broken and explore moremechnics for poison use (this could be a great way to set part the thiefin combat). [/QUOTE]
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