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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Armor, Weapons, Gear - What level of detail?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5837429" data-attributes="member: 11300"><p>On one level, I appreciate your thinking here. On another, there is a type of design issue that I think is arse-about when it comes to creativity.</p><p></p><p>Essentially, I don't like the idea that you have a scope of variables and that you engineer each permutation to fit each design "hole". I would much prefer that you have a particular concept, and then you use the game mechanics to model and reproduce that concept. I find in this way, the item you end up with is grounded in the fiction of the fantasy world and can carry lots of "good" fantasy baggage.</p><p></p><p>A particular permutation in mathematical design space does not carry this established "baggage" and when you try to hide this behind a thin sentence of flavour text (as was done for 4e powers), the perceived result can be very hit and miss.</p><p></p><p>My preference (in an advanced module) would be that each weapon or "piece/suit of armor is it's own thing, mechanically almost like a psuedo-class. Imagine your character is proficient in the longsword. This gives them access to several exploits in the longsword "class". As they achieve expertise/specialization/mastery, they get further abilities/exploits related to that particular weapon. This allows that weapon to be particularly individualised and modelled off of the rich fantasy baggage I was talking about before.</p><p></p><p>I prefer the mechanics to be slave to the description, rather than the description slave to the mechanics. </p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5837429, member: 11300"] On one level, I appreciate your thinking here. On another, there is a type of design issue that I think is arse-about when it comes to creativity. Essentially, I don't like the idea that you have a scope of variables and that you engineer each permutation to fit each design "hole". I would much prefer that you have a particular concept, and then you use the game mechanics to model and reproduce that concept. I find in this way, the item you end up with is grounded in the fiction of the fantasy world and can carry lots of "good" fantasy baggage. A particular permutation in mathematical design space does not carry this established "baggage" and when you try to hide this behind a thin sentence of flavour text (as was done for 4e powers), the perceived result can be very hit and miss. My preference (in an advanced module) would be that each weapon or "piece/suit of armor is it's own thing, mechanically almost like a psuedo-class. Imagine your character is proficient in the longsword. This gives them access to several exploits in the longsword "class". As they achieve expertise/specialization/mastery, they get further abilities/exploits related to that particular weapon. This allows that weapon to be particularly individualised and modelled off of the rich fantasy baggage I was talking about before. I prefer the mechanics to be slave to the description, rather than the description slave to the mechanics. Best Regards Herremann the Wise [/QUOTE]
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Community
General Tabletop Discussion
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Armor, Weapons, Gear - What level of detail?
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