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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: 7826161" data-attributes="member: 6919838"><p>Nope. Not at all. Well, not necesarily. </p><p></p><p>As in, the agency is like any impact on outcomes is driven by the needs, the challenges and those can be empowered differently and used by the GM to help balsnce out agency.</p><p></p><p>Unless you then add in the "sandbox, non-curated, etc" shackles to the gameplay. </p><p></p><p>But the jey is, if you add those shackles, you give up control of cgsllenges and needs so that any pre-selected specific traits have no guarantee or likelihood of balance.</p><p></p><p>Really, you can have two of the three...</p><p></p><p>1 Specified abilities pre-determined (not gimmick point screentime style edit driven resolution by fluff on demand) that differ between characters</p><p></p><p>2 no or minimal GM curation of challenges and needs </p><p></p><p>3 Balance or equal feeling or agency or power (whatever you care about balancing)</p><p></p><p>Simple example, if i as gm setup a desert full of giants, a valley of undead and a treacher city of assassins and dont curate things then neither inor the players got any promise or expectation that the undead-fighting priest, the range witj desert home or the dwarven giant slayer see anything close to "balance of x" in play because the players might choose to go to one of those and pursue that for the entire game... </p><p></p><p>Unless of course, every choice leads to somehow evenly divided evenly important etc no real difference challenges - which is the pretence of agency, cuz then their choice doesnt matter really.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7826161, member: 6919838"] Nope. Not at all. Well, not necesarily. As in, the agency is like any impact on outcomes is driven by the needs, the challenges and those can be empowered differently and used by the GM to help balsnce out agency. Unless you then add in the "sandbox, non-curated, etc" shackles to the gameplay. But the jey is, if you add those shackles, you give up control of cgsllenges and needs so that any pre-selected specific traits have no guarantee or likelihood of balance. Really, you can have two of the three... 1 Specified abilities pre-determined (not gimmick point screentime style edit driven resolution by fluff on demand) that differ between characters 2 no or minimal GM curation of challenges and needs 3 Balance or equal feeling or agency or power (whatever you care about balancing) Simple example, if i as gm setup a desert full of giants, a valley of undead and a treacher city of assassins and dont curate things then neither inor the players got any promise or expectation that the undead-fighting priest, the range witj desert home or the dwarven giant slayer see anything close to "balance of x" in play because the players might choose to go to one of those and pursue that for the entire game... Unless of course, every choice leads to somehow evenly divided evenly important etc no real difference challenges - which is the pretence of agency, cuz then their choice doesnt matter really. [/QUOTE]
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Community
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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