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<blockquote data-quote="Manbearcat" data-source="post: 8929300" data-attributes="member: 6696971"><p>One thing real quick as we now seem to be haggling over "recontextualizing a situation." I don't love the usage here, because it seems like its trying to default to the context indexing thematic relationships rather than game artifact relationships. I'm not interested in the former (at least for the purposes of my involvement in this thread), so I'm basically using it as "reorienting the constituent parts of the imagined space such that the way they index each other has now changed significantly." So not ret-conned and not thematic recontextualization. But as actually parts of an imagined space. Are you a problem to my goals? Now you're not. Are we over here? Nope...we're over there. Is this a thing at all? Nope, not a thing because I've rendered it irrelevant.</p><p></p><p></p><p></p><p>Really good post Lanefan!</p><p></p><p>I think we actually have a fair amount of agreement here (eg Clerics should get folded in with M/Us...particularly in 2e...and it gets worse in 3.x and 5e) while the disagreements are pretty nuanced. So to get to that:</p><p></p><p>* I see where you're going with the "Obstacles/Problem Areas generally need to become increasingly multidimensional as you go up in level." And I agree (generally). The issue with this approach is "contact with the enemy." The "enemy" here is two-fold; very clever Wizard players and the potency of higher level spells (or a single “big gun” matched with a level 1 supplementing spell to achieve a particular gambit) and their ability to neutralize that multi-dimensionality by fundamentally rewiring/reorienting the fiction.</p><p></p><p>* The problem with "the magic item solve" for the disparity between martials and casters is that the use-cases of sudden jumps in utility prowess are quite limited and focused (like Flying Boots) and its a rather fine line when balancing via magic item usage. The game is extremely sensitive to it...and the game is sufficiently fragile such that the other side of that fine line often equals broken.</p><p></p><p>The other issue with that "the magic item solve" is the default game already involves too much (and increasingly so as levels pile on) cognitive workload and handling time for GMs. Adding more isn't a great answer!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8929300, member: 6696971"] One thing real quick as we now seem to be haggling over "recontextualizing a situation." I don't love the usage here, because it seems like its trying to default to the context indexing thematic relationships rather than game artifact relationships. I'm not interested in the former (at least for the purposes of my involvement in this thread), so I'm basically using it as "reorienting the constituent parts of the imagined space such that the way they index each other has now changed significantly." So not ret-conned and not thematic recontextualization. But as actually parts of an imagined space. Are you a problem to my goals? Now you're not. Are we over here? Nope...we're over there. Is this a thing at all? Nope, not a thing because I've rendered it irrelevant. Really good post Lanefan! I think we actually have a fair amount of agreement here (eg Clerics should get folded in with M/Us...particularly in 2e...and it gets worse in 3.x and 5e) while the disagreements are pretty nuanced. So to get to that: * I see where you're going with the "Obstacles/Problem Areas generally need to become increasingly multidimensional as you go up in level." And I agree (generally). The issue with this approach is "contact with the enemy." The "enemy" here is two-fold; very clever Wizard players and the potency of higher level spells (or a single “big gun” matched with a level 1 supplementing spell to achieve a particular gambit) and their ability to neutralize that multi-dimensionality by fundamentally rewiring/reorienting the fiction. * The problem with "the magic item solve" for the disparity between martials and casters is that the use-cases of sudden jumps in utility prowess are quite limited and focused (like Flying Boots) and its a rather fine line when balancing via magic item usage. The game is extremely sensitive to it...and the game is sufficiently fragile such that the other side of that fine line often equals broken. The other issue with that "the magic item solve" is the default game already involves too much (and increasingly so as levels pile on) cognitive workload and handling time for GMs. Adding more isn't a great answer! [/QUOTE]
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