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<blockquote data-quote="The Crimson Binome" data-source="post: 6680340" data-attributes="member: 6775031"><p>To extend that analogy, allowing the customization of a deck is - for all intents and purposes - mandating the customization of a deck, for anyone who has any hope of competing. If a player wants any real chance of winning, without going through the time and effort of customizing a deck, then that player should only play against other players who do not customize their decks (and it may be difficult to find such players).</p><p></p><p>There are a few differences, where the analogy doesn't quite hold. For one, D&D isn't a competitive game, so the presence of one powerful character <em>shouldn't</em> necessarily interfere with the enjoyment of anyone else at the table. On a practical level, though, it's not much fun to have a character that is just <em>worse</em> at everything than another character. Nor is it fun for your character - or entire party - to die <em>because</em> you didn't exercise all of the options available to make the character more powerful. (And that's not even getting into bad DMs who adjust the difficulty of encounters specifically to counter a powerful character.) In essence, if options are <em>allowed</em>, then they are effectively <em>mandatory</em> for anyone who wants to continue contributing equally - to pull his or her fair share.</p><p></p><p>Some games come right out and make this part of the game, with 3.x being the greatest example of a game that is every bit character-building as role-playing. To contrast, older versions had char-gen that amounted to rolling 3d6 six times and picking a class (between the two or three for which your stats would let you qualify); those versions eschewed the character-building aspect, and focused purely on the game-playing. And of course, 5E lets the table decide whether the game should be more like 3E or more like 0E, but that <em>does</em> need to be a decision made at the table-level rather than the individual-player-level.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6680340, member: 6775031"] To extend that analogy, allowing the customization of a deck is - for all intents and purposes - mandating the customization of a deck, for anyone who has any hope of competing. If a player wants any real chance of winning, without going through the time and effort of customizing a deck, then that player should only play against other players who do not customize their decks (and it may be difficult to find such players). There are a few differences, where the analogy doesn't quite hold. For one, D&D isn't a competitive game, so the presence of one powerful character [I]shouldn't[/I] necessarily interfere with the enjoyment of anyone else at the table. On a practical level, though, it's not much fun to have a character that is just [I]worse[/I] at everything than another character. Nor is it fun for your character - or entire party - to die [I]because[/I] you didn't exercise all of the options available to make the character more powerful. (And that's not even getting into bad DMs who adjust the difficulty of encounters specifically to counter a powerful character.) In essence, if options are [I]allowed[/I], then they are effectively [I]mandatory[/I] for anyone who wants to continue contributing equally - to pull his or her fair share. Some games come right out and make this part of the game, with 3.x being the greatest example of a game that is every bit character-building as role-playing. To contrast, older versions had char-gen that amounted to rolling 3d6 six times and picking a class (between the two or three for which your stats would let you qualify); those versions eschewed the character-building aspect, and focused purely on the game-playing. And of course, 5E lets the table decide whether the game should be more like 3E or more like 0E, but that [I]does[/I] need to be a decision made at the table-level rather than the individual-player-level. [/QUOTE]
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