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General Tabletop Discussion
*Dungeons & Dragons
Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="5ekyu" data-source="post: 7825034" data-attributes="member: 6919838"><p>No, to the background water breathing, but races certainly can. Also, if you run sandbox so players have choices then they can choose to not go after adventures that require water breathing or into areas where is gonna kill them. They can go to other adventures - unless the GM forces them there. </p><p></p><p>So, it's more a case of changing the adventures you go after than having them derailed, right? </p><p></p><p>There are always gonna be adventures your group cannot handle or that your character's strengths offer less benefit... but only to whatever extent the GM's choices make that a problem or derailing issue by providing limited ways to advance. </p><p></p><p>After all, how many times in the dource lit fo we see underwater adventures that end with "hero drowned at the start" or "hero turns back cuz he cant breath water" as opposed to there being other alternatives and angles like say the hero having saved a faeries a while back getting help from them? </p><p></p><p>Right? </p><p></p><p>Isn't "one way or derails adventure" setups normally considered a not-best-practice" approach?</p><p></p><p>But, really, is the goal to have every class built to handle every problem? All rogues get water breathing? </p><p></p><p>I dont think so. </p><p></p><p>If the goal was giving everyone plenty of impact in meaningful ways in all the pillars, that's not something needing class mechanics as much as it needs more on the GM side and backgrounds and races etc. IMO at least.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7825034, member: 6919838"] No, to the background water breathing, but races certainly can. Also, if you run sandbox so players have choices then they can choose to not go after adventures that require water breathing or into areas where is gonna kill them. They can go to other adventures - unless the GM forces them there. So, it's more a case of changing the adventures you go after than having them derailed, right? There are always gonna be adventures your group cannot handle or that your character's strengths offer less benefit... but only to whatever extent the GM's choices make that a problem or derailing issue by providing limited ways to advance. After all, how many times in the dource lit fo we see underwater adventures that end with "hero drowned at the start" or "hero turns back cuz he cant breath water" as opposed to there being other alternatives and angles like say the hero having saved a faeries a while back getting help from them? Right? Isn't "one way or derails adventure" setups normally considered a not-best-practice" approach? But, really, is the goal to have every class built to handle every problem? All rogues get water breathing? I dont think so. If the goal was giving everyone plenty of impact in meaningful ways in all the pillars, that's not something needing class mechanics as much as it needs more on the GM side and backgrounds and races etc. IMO at least. [/QUOTE]
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