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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Imaro" data-source="post: 3442171" data-attributes="member: 48965"><p>Even at low level you have numerous options: class, race, feats, skills, spells, etc. On top of this there is a vastly increased gulf of knowledge needed to both play the game and construct your character than in former editions. If you don't know how the game works, how can you pick feats and assign points to skills. Some will argue, just limit options or assign a feat, but then I don't see where this is any different from a game like C&C where class abilities are set to easily make sure a starting character can accomplish his role in the party. It doesn't hide complexity because everything is really interlocked. I have to understand the combat rules to pick a feat for my fighter, gotta understand how skills and DC's work to pick skills for my rogue, gotta understand spells before...you get the picure. Now if you handwave this and select for them for the player or just say tell me what your character wants to do and give them feats and skills based on that...then you can do the same thing for a point system game.</p><p></p><p>Another thing is that all these choices affect your progression at later levels, so you do have to think about them and understand how they tie into the rules system as a whole.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3442171, member: 48965"] Even at low level you have numerous options: class, race, feats, skills, spells, etc. On top of this there is a vastly increased gulf of knowledge needed to both play the game and construct your character than in former editions. If you don't know how the game works, how can you pick feats and assign points to skills. Some will argue, just limit options or assign a feat, but then I don't see where this is any different from a game like C&C where class abilities are set to easily make sure a starting character can accomplish his role in the party. It doesn't hide complexity because everything is really interlocked. I have to understand the combat rules to pick a feat for my fighter, gotta understand how skills and DC's work to pick skills for my rogue, gotta understand spells before...you get the picure. Now if you handwave this and select for them for the player or just say tell me what your character wants to do and give them feats and skills based on that...then you can do the same thing for a point system game. Another thing is that all these choices affect your progression at later levels, so you do have to think about them and understand how they tie into the rules system as a whole. [/QUOTE]
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