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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="FrogReaver" data-source="post: 7825806" data-attributes="member: 6795602"><p>Let me preface this with, I think there's 2 kinds of complexity. In game complexity and character building complexity. A lot of what gets touted as complexity is complexity in character building. You get a wall of options and must read and understand most of them to decide what to pick. Then in play you have resources that have options attached to them that you must decide when and how to use. I think new players are fine at the in game complexity but the character building complexity is the issue.</p><p></p><p>But to answer your question, let's look at classes first. Are there low skill and high skill classes? YES. Extremely so. Full casters have a much higher skill cap than non-full casters. </p><p></p><p>So, I think due to the nature of magic you must have high skill and low skill options for classes. But subclasses?</p><p></p><p>I think subclasses should first evoke the concept they are named for first and there will be a little bit of differenes in skill mastery based on the mechanics required for that. </p><p></p><p>You mentioned barbarians - they actually have one of the more interesting mechanics in reckless attack. A straight up at will trade of offense for defense. That's a great example of an ability that evokes in game complexity but no character building complexity.</p><p></p><p>So, I think it's needed to have different classes and subclasses for different skill levels - but do realize games become more imbalnced the more of that you add.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7825806, member: 6795602"] Let me preface this with, I think there's 2 kinds of complexity. In game complexity and character building complexity. A lot of what gets touted as complexity is complexity in character building. You get a wall of options and must read and understand most of them to decide what to pick. Then in play you have resources that have options attached to them that you must decide when and how to use. I think new players are fine at the in game complexity but the character building complexity is the issue. But to answer your question, let's look at classes first. Are there low skill and high skill classes? YES. Extremely so. Full casters have a much higher skill cap than non-full casters. So, I think due to the nature of magic you must have high skill and low skill options for classes. But subclasses? I think subclasses should first evoke the concept they are named for first and there will be a little bit of differenes in skill mastery based on the mechanics required for that. You mentioned barbarians - they actually have one of the more interesting mechanics in reckless attack. A straight up at will trade of offense for defense. That's a great example of an ability that evokes in game complexity but no character building complexity. So, I think it's needed to have different classes and subclasses for different skill levels - but do realize games become more imbalnced the more of that you add. [/QUOTE]
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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