fuindordm
Adventurer
[MENTION=4475]Sammael[/MENTION]:
Interesting point about the power curve. There is certaintly a trade-off to be made between "flat enough so that players don't always act within their specialty" and "steep enough so that advancement and specialization are rewarding". The trade-off is simply a number. Based on your style of play, what spread between an unspecialized bonus and a specialized bonus is the sweet spot? For me, +4 is a reasonable reward for specialization, but then I like to play generalists.
[MENTION=54846]Rechan[/MENTION]:
Agressive vs cautious exploration is just a style, which is always a compromise between DM and players. If the new edition supports both gritty play ("should have checked for traps, that arrow wound is nasty!") and high fantasy play ("An arrow wound? Bah, I'll walk it off!") then I'll be happy. I'd like it to support both, and that could be done simply enough with variant healing, damage, and death rules in the core. (Cf. Grim Tales)
Interesting point about the power curve. There is certaintly a trade-off to be made between "flat enough so that players don't always act within their specialty" and "steep enough so that advancement and specialization are rewarding". The trade-off is simply a number. Based on your style of play, what spread between an unspecialized bonus and a specialized bonus is the sweet spot? For me, +4 is a reasonable reward for specialization, but then I like to play generalists.
[MENTION=54846]Rechan[/MENTION]:
Agressive vs cautious exploration is just a style, which is always a compromise between DM and players. If the new edition supports both gritty play ("should have checked for traps, that arrow wound is nasty!") and high fantasy play ("An arrow wound? Bah, I'll walk it off!") then I'll be happy. I'd like it to support both, and that could be done simply enough with variant healing, damage, and death rules in the core. (Cf. Grim Tales)