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<blockquote data-quote="Tony Vargas" data-source="post: 7192332" data-attributes="member: 996"><p>Nod. That's the nature of traps, the unwary don't see them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>That you could've done better didn't matter, because no one else was doing better, either. That's also a thing about system mastery & rewarding it (and balance issues in general) that gets lost and/or confuses things. It's all relative. A broken clock is right twice a day and all. </p><p></p><p>A system like 3e that over-rewards system mastery is fine fun if played by a group of equally-capable system masters (assuming the DM dials everything up to 11 to challenge them), or, with a bit of luck, by 'casuals' who all blunder into equally-disadvantaged 'traps' (similarly, assuming the DM challenges them appropriately) or all avoid doing so.</p><p></p><p> Rewards for system mastery is how Monty Cook put it: </p><p></p><p> I believe I just mentioned the 3.x Fighter I played through 14 levels.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Taking an inferior option and optimizing it up to the point of viability is an engaging challenge, and one that won't end up wrecking the game for everyone else when you finally play it. I don't think it's worth intentionally salting a game with inferior options to enable it (every game will always have some), but it can be engaging...</p><p></p><p> I actually enjoyed playing Storyteller for many years, but I'll insert it, because it's just so true... Since the 90s, on UseNet, yes. </p><p></p><p>And we still see echos of it, today. </p><p></p><p>Calling the Social Pillar 'ROLEplaying,' for instance...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7192332, member: 996"] Nod. That's the nature of traps, the unwary don't see them. ;) That you could've done better didn't matter, because no one else was doing better, either. That's also a thing about system mastery & rewarding it (and balance issues in general) that gets lost and/or confuses things. It's all relative. A broken clock is right twice a day and all. A system like 3e that over-rewards system mastery is fine fun if played by a group of equally-capable system masters (assuming the DM dials everything up to 11 to challenge them), or, with a bit of luck, by 'casuals' who all blunder into equally-disadvantaged 'traps' (similarly, assuming the DM challenges them appropriately) or all avoid doing so. Rewards for system mastery is how Monty Cook put it: I believe I just mentioned the 3.x Fighter I played through 14 levels.... ;) Taking an inferior option and optimizing it up to the point of viability is an engaging challenge, and one that won't end up wrecking the game for everyone else when you finally play it. I don't think it's worth intentionally salting a game with inferior options to enable it (every game will always have some), but it can be engaging... I actually enjoyed playing Storyteller for many years, but I'll insert it, because it's just so true... Since the 90s, on UseNet, yes. And we still see echos of it, today. Calling the Social Pillar 'ROLEplaying,' for instance... [/QUOTE]
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