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At-will class powers ruining my archetypes
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<blockquote data-quote="Cadfan" data-source="post: 4689475" data-attributes="member: 40961"><p>BALANCE may be considered in a vacuum. "Interesting-ness" is not.</p><p> </p><p>If you succeed in making Reaping Strike more interesting, but in the process make an entire character taken as a whole less interesting, have you succeeded? Maybe you've succeeded at something, but if the problem you intended to remedy was how interesting the game was, you haven't succeeded at that. </p><p></p><p>This is really something you should understand before you undertake game design.</p><p> </p><p>Asking whether an individual power is more or less interesting post-change is the wrong approach. Instead, ask whether a character with a particular suite of powers is more interesting than whatever you're giving him instead.</p><p> </p><p>Right now, my fighter has the following offensive choices:</p><p> </p><p>3 things he can do every round, each a little better in a different circumstance.</p><p>3 things he can do once each every fight</p><p>3 things he can do once per day.</p><p> </p><p>You seem to want to change it to:</p><p> </p><p>1 completely vanilla thing he can do every round</p><p>5 things he can do once each every fight</p><p>3 things he can do once per day.</p><p> </p><p>You need to compare the whole, not the individual level of interest you find in the at wills you change to encounter! Its entirely possible to make the two items that went from the first slot to the second more interesting after the move, but to find the character as a whole less interesting, because that first slot there, the "every round" slot, the one slot you use more than any other, now has only one choice in it, and the choice is totally vanilla.</p><p> </p><p>Maybe you'll come up with the same conclusion after you think about it from the right perspective. You seem... pretty determined, so you probably will. But at least you'll get there a way that makes sense.</p><p> </p><p>You wouldn't pick your clothes by isolating each article of clothing and determining whether it interested you, and then combining them afterwards and being surprised by whether they matched. You wouldn't cook food by selecting the ten most interesting ingredients you could and combining them, and then being surprised by the taste. You would consider each of these items in light of the others, because they come together to create a complex aesthetic whole. There's an end-goal here, and it isn't to make Reaping Strike more interesting. If that was the goal we'd just make it a level 29 daily and be done. The goal is to make the <em>Fighter</em> more interesting.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4689475, member: 40961"] BALANCE may be considered in a vacuum. "Interesting-ness" is not. If you succeed in making Reaping Strike more interesting, but in the process make an entire character taken as a whole less interesting, have you succeeded? Maybe you've succeeded at something, but if the problem you intended to remedy was how interesting the game was, you haven't succeeded at that. This is really something you should understand before you undertake game design. Asking whether an individual power is more or less interesting post-change is the wrong approach. Instead, ask whether a character with a particular suite of powers is more interesting than whatever you're giving him instead. Right now, my fighter has the following offensive choices: 3 things he can do every round, each a little better in a different circumstance. 3 things he can do once each every fight 3 things he can do once per day. You seem to want to change it to: 1 completely vanilla thing he can do every round 5 things he can do once each every fight 3 things he can do once per day. You need to compare the whole, not the individual level of interest you find in the at wills you change to encounter! Its entirely possible to make the two items that went from the first slot to the second more interesting after the move, but to find the character as a whole less interesting, because that first slot there, the "every round" slot, the one slot you use more than any other, now has only one choice in it, and the choice is totally vanilla. Maybe you'll come up with the same conclusion after you think about it from the right perspective. You seem... pretty determined, so you probably will. But at least you'll get there a way that makes sense. You wouldn't pick your clothes by isolating each article of clothing and determining whether it interested you, and then combining them afterwards and being surprised by whether they matched. You wouldn't cook food by selecting the ten most interesting ingredients you could and combining them, and then being surprised by the taste. You would consider each of these items in light of the others, because they come together to create a complex aesthetic whole. There's an end-goal here, and it isn't to make Reaping Strike more interesting. If that was the goal we'd just make it a level 29 daily and be done. The goal is to make the [I]Fighter[/I] more interesting. [/QUOTE]
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