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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="Son of the Serpent" data-source="post: 7826517" data-attributes="member: 7015476"><p>So...i think the real world might have an answer to this. Well. Errr...sorta...</p><p></p><p>Maybe there isnt a problem here to be fixed. If a person becomes a soldier in the military they gain certain abilities, fitness, skill, knowledge, and other things. Many of these things can be applied to new functional positions in society thereafter and many things are useful in a narrow set of scenarios. There are things a standard soldier can do by default and ither things they may be able to do due to other experience in life. If they want to learn how to run a large company they will probably have to go out of their way to get additional experience in a setting they actually havent been exposed to as of yet to know how to do that. There are overlaps and they are uneven. But maybe thats just it and its ok.</p><p></p><p>Now, i understand everyone wants a balanced game but maybe its best to have a mostly balanced game with a little unbalancing. And maybe regardless of how you set the rukes up, due to the way our universe works any difference signifficant enough to distinguish classes will naturally cause some degree of unbalancing. To me it seems that the tendencies of this type of game inherently resemble real life. And i dont view the need to have the occasional level dip or prestige class in order to round a character out to be a negative mark on a class unless the class reeeeeeaaaally sucks. After all, in real life thats what successful humans usually do. They generally get a job or two or three that they excel in and they take "dips" into other things to augment just how good or uniquely capable they are at their main role or roles in life.</p></blockquote><p></p>
[QUOTE="Son of the Serpent, post: 7826517, member: 7015476"] So...i think the real world might have an answer to this. Well. Errr...sorta... Maybe there isnt a problem here to be fixed. If a person becomes a soldier in the military they gain certain abilities, fitness, skill, knowledge, and other things. Many of these things can be applied to new functional positions in society thereafter and many things are useful in a narrow set of scenarios. There are things a standard soldier can do by default and ither things they may be able to do due to other experience in life. If they want to learn how to run a large company they will probably have to go out of their way to get additional experience in a setting they actually havent been exposed to as of yet to know how to do that. There are overlaps and they are uneven. But maybe thats just it and its ok. Now, i understand everyone wants a balanced game but maybe its best to have a mostly balanced game with a little unbalancing. And maybe regardless of how you set the rukes up, due to the way our universe works any difference signifficant enough to distinguish classes will naturally cause some degree of unbalancing. To me it seems that the tendencies of this type of game inherently resemble real life. And i dont view the need to have the occasional level dip or prestige class in order to round a character out to be a negative mark on a class unless the class reeeeeeaaaally sucks. After all, in real life thats what successful humans usually do. They generally get a job or two or three that they excel in and they take "dips" into other things to augment just how good or uniquely capable they are at their main role or roles in life. [/QUOTE]
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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