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Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="Scribble" data-source="post: 5360722" data-attributes="member: 23977"><p>I don't see how it runs counter to this philosophy. You're not saying only one class can improvise. Anyone can do it. </p><p></p><p>Do you see the game as balancing classes by "locking down" what everyone can do or something? (And I mean this as an honest question. I'm trying to figure out how your statement applies.)</p><p></p><p></p><p></p><p></p><p>Not really- he's still bringing an exception, that only matters when put into play. </p><p> </p><p> </p><p></p><p></p><p>Sorry- actually I wrote that, then wanted to cover another part first and forgot to come back to it.</p><p></p><p>As for adjudicating- and checking for synergies- sure, when they come up in play, but not really before then.</p><p> </p><p>Again because of the contained nature of the powers as a DM I really only have to account for what roles are in the group if I want to build a challenge not their specific powers. At most what class.</p><p></p><p>If I have a lot of say, strikers, I know I need monsters that can take damage, or controllers to keep them from getting good positioning. </p><p></p><p>I don't really care HOW they go about getting higher damage, I just know what to account for.</p><p> </p><p></p><p> </p><p>The two are working together to form a whole. That's kind of what I meant by it sort of splits the difference. </p><p></p><p>Put the ball entirely in the DMs court players have no "known elements" to fall back on, and the game relies a LOT on DMs being fair.</p><p></p><p>Put the ball entirely in the players court and the players have all known elements to fall back on, but at the same time gives the DM less ability to overrule technically fair, but "cheap" abusses of the rules.</p><p></p><p></p><p>4e tries (how well it does is a different argument) to split it evenly. Give the players ways to do cool stuff, but put caps on how much they can do it by raw to prevent the "cheap shots", but give the DM ways to let the players do that stuff on a case by case basis.</p><p> </p><p>Ultimately yeah- it relies on a DM being fair and paying attention to the game as it progresses, but not as much as putting everything in his court. Because I don't think the idea of balance is really super strict, a DM not getting the number exactly right all the time isn't going to have a huge effect. </p><p></p><p>Balance between classes also in my opinion means that the fighter can do cool stuff just like the wizard can do cool stuff. If you're a DM and you're not letting the fighter do cool stuff, but letting the wizard do cool stuff- that's not a problem with the game, it's a problem with you as a DM. (At least it is if it's leading to the players having a bad time.)</p><p></p><p></p><p></p><p></p><p>I'd say it depends on the players.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5360722, member: 23977"] I don't see how it runs counter to this philosophy. You're not saying only one class can improvise. Anyone can do it. Do you see the game as balancing classes by "locking down" what everyone can do or something? (And I mean this as an honest question. I'm trying to figure out how your statement applies.) Not really- he's still bringing an exception, that only matters when put into play. Sorry- actually I wrote that, then wanted to cover another part first and forgot to come back to it. As for adjudicating- and checking for synergies- sure, when they come up in play, but not really before then. Again because of the contained nature of the powers as a DM I really only have to account for what roles are in the group if I want to build a challenge not their specific powers. At most what class. If I have a lot of say, strikers, I know I need monsters that can take damage, or controllers to keep them from getting good positioning. I don't really care HOW they go about getting higher damage, I just know what to account for. The two are working together to form a whole. That's kind of what I meant by it sort of splits the difference. Put the ball entirely in the DMs court players have no "known elements" to fall back on, and the game relies a LOT on DMs being fair. Put the ball entirely in the players court and the players have all known elements to fall back on, but at the same time gives the DM less ability to overrule technically fair, but "cheap" abusses of the rules. 4e tries (how well it does is a different argument) to split it evenly. Give the players ways to do cool stuff, but put caps on how much they can do it by raw to prevent the "cheap shots", but give the DM ways to let the players do that stuff on a case by case basis. Ultimately yeah- it relies on a DM being fair and paying attention to the game as it progresses, but not as much as putting everything in his court. Because I don't think the idea of balance is really super strict, a DM not getting the number exactly right all the time isn't going to have a huge effect. Balance between classes also in my opinion means that the fighter can do cool stuff just like the wizard can do cool stuff. If you're a DM and you're not letting the fighter do cool stuff, but letting the wizard do cool stuff- that's not a problem with the game, it's a problem with you as a DM. (At least it is if it's leading to the players having a bad time.) I'd say it depends on the players. [/QUOTE]
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