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<blockquote data-quote="I'm A Banana" data-source="post: 5134992" data-attributes="member: 2067"><p>One fairly minor thing that I think might have big repercussions is that I think a dungeon-based game would focus more on the choices made at the table than the choices made at character creation.</p><p></p><p>In an encounter-based game, choosing the right class, race, feat, power, and spell combos when generating your character are all vitally important. To a certain extent, they tell you what your choices in game play should be: if you play a defender, you should choose to get up into enemies' faces and make them hit you. Your choices should be geared toward being effective at that. If you choose to use a ranged weapon and run away from combat, this is probably the wrong choice.</p><p></p><p>In a dungeon-based game, I see choosing Door A or Door B being more key than choosing to be a dwarf fighter or a gnome wizard. If Door A leads to fabulous treasure, and Door B leads to a deathtrap, choosing Door B is probably the wrong choice, but being a fighter or a wizard shouldn't matter either way. If you're a defender, you might have a different way of dealing with the deathtrap, but ultimately, you still made the wrong choice <em>in play</em> (and now your party is closer to being killed before the dungeon is "beaten"). </p><p></p><p>I can see this having big effects on how strictly balanced character creation can be. Characters become more like one another, more similar, because the differences in play are not so dramatic (more about how they do something, than about whether or not they do something at all). This can lead to lighter character creation rules, lighter builds, lighter restrictions. If the major difference between the fighter, cleric, thief, and wizard, is how they deal with the deathtrap (fighter negates the damage, cleric heals the damage, thief avoids the damage, wizard bypasses the damage), role protection and specific powers become less heavily weighted. It's easier to multiclass, or to gain new powers, because ultimately, what matters is the player's choice during play, not what tools you bring to the show. Your preparation only goes so far.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5134992, member: 2067"] One fairly minor thing that I think might have big repercussions is that I think a dungeon-based game would focus more on the choices made at the table than the choices made at character creation. In an encounter-based game, choosing the right class, race, feat, power, and spell combos when generating your character are all vitally important. To a certain extent, they tell you what your choices in game play should be: if you play a defender, you should choose to get up into enemies' faces and make them hit you. Your choices should be geared toward being effective at that. If you choose to use a ranged weapon and run away from combat, this is probably the wrong choice. In a dungeon-based game, I see choosing Door A or Door B being more key than choosing to be a dwarf fighter or a gnome wizard. If Door A leads to fabulous treasure, and Door B leads to a deathtrap, choosing Door B is probably the wrong choice, but being a fighter or a wizard shouldn't matter either way. If you're a defender, you might have a different way of dealing with the deathtrap, but ultimately, you still made the wrong choice [I]in play[/I] (and now your party is closer to being killed before the dungeon is "beaten"). I can see this having big effects on how strictly balanced character creation can be. Characters become more like one another, more similar, because the differences in play are not so dramatic (more about how they do something, than about whether or not they do something at all). This can lead to lighter character creation rules, lighter builds, lighter restrictions. If the major difference between the fighter, cleric, thief, and wizard, is how they deal with the deathtrap (fighter negates the damage, cleric heals the damage, thief avoids the damage, wizard bypasses the damage), role protection and specific powers become less heavily weighted. It's easier to multiclass, or to gain new powers, because ultimately, what matters is the player's choice during play, not what tools you bring to the show. Your preparation only goes so far. [/QUOTE]
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