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General Tabletop Discussion
*Dungeons & Dragons
Balancing the ability scores and their contribution to different classes
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<blockquote data-quote="Jacob Lewis" data-source="post: 8384134" data-attributes="member: 6667921"><p>I recently watched that video in its entirety and found it to be very thought-provoking and informative. I suggest anyone that wants to know more about actual game design for RPGs (digital or otherwise) to watch this and take notes. (The channel also has other videos from different designers and developers on other game-topics like this one; I found this one to be of particular interest as it relates specifically to D&D in general, and the evolution of game system that is derived from it.)</p><p></p><p>The first thing to note is that the Pillars of Eternity rules is NOT the same as D&D in any edition. Yet we are prone to find equivalencies because there are similarities that are easily recognized. So in order to make this work in D&D terms, we need to get more imaginative with our perceptions and get away from the same old tropes. For example, MIGHT is not the same as STRENGTH in either function or flavor. Strength is most commonly associated with physical prowess, muscle, and brute power. Might, on the other hand, is more of a general measure of a character's strength that is not measured solely on physical muscle, mass, or force. This explains how spell damage can be affected through sheer will or power that has nothing to do with physical attributes.</p><p></p><p>I plan to rewatch the video at some point. Josh Sawyer made a lot of interesting points and important distinctions between the video game and tabletop rules. It would be nigh-impossible to accomplish what he did with any version of D&D that did not change some of the fundamental elements that many consider to be "sacred cows" of the system, and that is often what holds the game back from evolving into something even better IMO.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8384134, member: 6667921"] I recently watched that video in its entirety and found it to be very thought-provoking and informative. I suggest anyone that wants to know more about actual game design for RPGs (digital or otherwise) to watch this and take notes. (The channel also has other videos from different designers and developers on other game-topics like this one; I found this one to be of particular interest as it relates specifically to D&D in general, and the evolution of game system that is derived from it.) The first thing to note is that the Pillars of Eternity rules is NOT the same as D&D in any edition. Yet we are prone to find equivalencies because there are similarities that are easily recognized. So in order to make this work in D&D terms, we need to get more imaginative with our perceptions and get away from the same old tropes. For example, MIGHT is not the same as STRENGTH in either function or flavor. Strength is most commonly associated with physical prowess, muscle, and brute power. Might, on the other hand, is more of a general measure of a character's strength that is not measured solely on physical muscle, mass, or force. This explains how spell damage can be affected through sheer will or power that has nothing to do with physical attributes. I plan to rewatch the video at some point. Josh Sawyer made a lot of interesting points and important distinctions between the video game and tabletop rules. It would be nigh-impossible to accomplish what he did with any version of D&D that did not change some of the fundamental elements that many consider to be "sacred cows" of the system, and that is often what holds the game back from evolving into something even better IMO. [/QUOTE]
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