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General Tabletop Discussion
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="Nagol" data-source="post: 7825718" data-attributes="member: 23935"><p>t would be crappy adventure design if the game system didn't offer such abilities like the reality inside <em>Ocean's 11</em>.</p><p></p><p>Since the game engine does include those abilities specifically so the inhabitants of the world can use them to overcome challenges and the game world and adventure should include varied challenges, then it isn't crappy design. </p><p></p><p>What is crappy design is locking access to the tools needed to overcome some challenges behind a few "one choice per character" options like class pick while other tools, like basic combat capability, are carfully balanced to not leave a player out.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7825718, member: 23935"] t would be crappy adventure design if the game system didn't offer such abilities like the reality inside [I]Ocean's 11[/I]. Since the game engine does include those abilities specifically so the inhabitants of the world can use them to overcome challenges and the game world and adventure should include varied challenges, then it isn't crappy design. What is crappy design is locking access to the tools needed to overcome some challenges behind a few "one choice per character" options like class pick while other tools, like basic combat capability, are carfully balanced to not leave a player out. [/QUOTE]
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Community
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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