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Character Builds & Optimization
Aesthetic vrs Stat Build Possible?
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<blockquote data-quote="Scribble" data-source="post: 5920222" data-attributes="member: 23977"><p>I think we're kind of along the same grounds... Trouble is I think you're thinking with the mindset of a stats guy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>So you the Aesthetic guy wants the price of the Mace higher... It's a mace it SHOULD be more expensive then a lump of wood.</p><p></p><p>But now the stats guy says wait, what reason do I have to buy a stupid mace? I could save my money by buying a club and save that extra money for soemthing else... </p><p></p><p></p><p>So to compensate for this you start adding benefits to the mace... but WAIT... Now there are 10 other weapons, each having their own Aesthetic design element needs... And you now have to balance them ALL stats wise right? And you have to make sure the benefits you give them to counter their Aesthetic penalties also match the Aesthetics of the weapon... </p><p></p><p>It seems like it would grow exponentially? </p><p></p><p>What's worse is when it's two sides of your own mind... Ok I want a weapon because Aesthetically my guy should fight with a mace... but why would I want to buy that mace instead of the club? There isn't a benefit to the mace I should just buy the club... But now I;m pissed because the game is stats wise forcing me to buy the stupid club???</p><p></p><p>It's kind of basically the feat trap thing people talk about.</p><p></p><p>And even if you cut it down to light bludgeoning weapon, you're still annoying people who want some type of rules change based on what weapon you choose...</p><p></p><p>I guess what my post boils down to is..</p><p></p><p>Is it at all possible to balance rules vrs Aesthetics in a way that makes people happy? Or will there alwyas just be either Aethetic elements that create "feat traps" or Stat elements that hinder aesthetics? </p><p></p><p>I think in the end you have to kind of live with one or the other... I don't really think you can have a balance.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5920222, member: 23977"] I think we're kind of along the same grounds... Trouble is I think you're thinking with the mindset of a stats guy. ;) So you the Aesthetic guy wants the price of the Mace higher... It's a mace it SHOULD be more expensive then a lump of wood. But now the stats guy says wait, what reason do I have to buy a stupid mace? I could save my money by buying a club and save that extra money for soemthing else... So to compensate for this you start adding benefits to the mace... but WAIT... Now there are 10 other weapons, each having their own Aesthetic design element needs... And you now have to balance them ALL stats wise right? And you have to make sure the benefits you give them to counter their Aesthetic penalties also match the Aesthetics of the weapon... It seems like it would grow exponentially? What's worse is when it's two sides of your own mind... Ok I want a weapon because Aesthetically my guy should fight with a mace... but why would I want to buy that mace instead of the club? There isn't a benefit to the mace I should just buy the club... But now I;m pissed because the game is stats wise forcing me to buy the stupid club??? It's kind of basically the feat trap thing people talk about. And even if you cut it down to light bludgeoning weapon, you're still annoying people who want some type of rules change based on what weapon you choose... I guess what my post boils down to is.. Is it at all possible to balance rules vrs Aesthetics in a way that makes people happy? Or will there alwyas just be either Aethetic elements that create "feat traps" or Stat elements that hinder aesthetics? I think in the end you have to kind of live with one or the other... I don't really think you can have a balance. [/QUOTE]
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