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A Discussion in Game Design: The 15 minute work day.
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5271000" data-attributes="member: 19675"><p>I've read what you wrote and I'm not ignoring it- I'm just practicing the same economy with my words as I do with my "magic."</p><p></p><p>IOW, please feel free to interpret "stingy with magic" as I did when I wrote it: preferring to use mundane/non-spellcasting solutions to problems over actually casting spells...until its time to cast spells.</p><p></p><p>That can mean using a crossbow; that can mean using a sword; that can mean sticking a foot out to trip a foe; that can mean walking across the room to get a key off a belt-hook on a dazed foe; all instead of "magic-ing" the problem away- even while combat rages on!</p><p></p><p>I'm not going to go through thousands of pages of various novels and stories to pick out exactly how particular spellcasters did this in their own way. I have better things to do.</p><p></p><p>Going back to your original post:</p><p></p><p></p><p></p><p>There is no one way a class is "supposed to be played." For me, that phrase should <em>never</em> be applied to a class: it is more properly limited to being another way of saying the <em>particular PC </em>has to be played true to itself- you don't play the "hot-tempered thick-headed barbarian chieftan" as a hypercautious academic genius, for instance, nor (probably) should the "bookish acolyte" be charging into battle ahead of everyone in the party.</p><p></p><p>And classes? They exist to delineate degrees of expertise in various areas of adventuring competence. But just because one slings spells for a living doesn't mean that one cannot be competent with a bow. Not as proficient as the guy who does it all day and has done since childhood, to be sure, but competent nonetheless.</p><p></p><p>Why have them? In short, classes are useful for helping define a PC.</p><p></p><p>Despite my long love affair with D&D, even my favorite form of the game- 3.5Ed- is only my 3rd favorite RPG system. The top spot? My favorite system of all time is HERO, a classless system. (HEY, I heard that snort!) However, were I running Fantasy HERO, I'd probably have at least 2 sets of standard package deals* for players to use for their PCs. </p><p></p><p>* For those who don't know, a "package deal" in HERO is a collection of powers, skills, talents and disadvantages meant to supply a standardized baseline for some discrete group- useful for describing races, classes, professions, bloodlines, training, curses, and other "types".</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5271000, member: 19675"] I've read what you wrote and I'm not ignoring it- I'm just practicing the same economy with my words as I do with my "magic." IOW, please feel free to interpret "stingy with magic" as I did when I wrote it: preferring to use mundane/non-spellcasting solutions to problems over actually casting spells...until its time to cast spells. That can mean using a crossbow; that can mean using a sword; that can mean sticking a foot out to trip a foe; that can mean walking across the room to get a key off a belt-hook on a dazed foe; all instead of "magic-ing" the problem away- even while combat rages on! I'm not going to go through thousands of pages of various novels and stories to pick out exactly how particular spellcasters did this in their own way. I have better things to do. Going back to your original post: There is no one way a class is "supposed to be played." For me, that phrase should [I]never[/I] be applied to a class: it is more properly limited to being another way of saying the [I]particular PC [/I]has to be played true to itself- you don't play the "hot-tempered thick-headed barbarian chieftan" as a hypercautious academic genius, for instance, nor (probably) should the "bookish acolyte" be charging into battle ahead of everyone in the party. And classes? They exist to delineate degrees of expertise in various areas of adventuring competence. But just because one slings spells for a living doesn't mean that one cannot be competent with a bow. Not as proficient as the guy who does it all day and has done since childhood, to be sure, but competent nonetheless. Why have them? In short, classes are useful for helping define a PC. Despite my long love affair with D&D, even my favorite form of the game- 3.5Ed- is only my 3rd favorite RPG system. The top spot? My favorite system of all time is HERO, a classless system. (HEY, I heard that snort!) However, were I running Fantasy HERO, I'd probably have at least 2 sets of standard package deals* for players to use for their PCs. * For those who don't know, a "package deal" in HERO is a collection of powers, skills, talents and disadvantages meant to supply a standardized baseline for some discrete group- useful for describing races, classes, professions, bloodlines, training, curses, and other "types". [/QUOTE]
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