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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="Stalker0" data-source="post: 9306937" data-attributes="member: 5889"><p>I can say having run many different systems other dnd. One thing does remain the same, most players want screentime. Regardless of the narrative, players want to ACT.</p><p></p><p>This is not a scenario where "in fight A the Fighter gets all the love, and in fight B the rogue does". Those scenarios are fine, and they occur in all systems (dnd included). Hell how many times do people have a dnd combat that lasts one round, and the person last in initiative doesn't even get to go?</p><p></p><p>The problem is when you take it over many combats. The worry is that if you have a character that is so much better in combat than another, and I am free to choose which character gets to go next.... you are mechanically incentivized to let the combat character go more often than other characters in most fights...perhaps even a lot more.</p><p></p><p>That becomes a screentime problem, as now one character is getting all of the attention, and the other players don't. I don't care what system you play in.... that is a problem.</p><p></p><p>And sure the GM can force the "proper" actions through convention or narration or XYZ.... but you shouldn't start your game design with that need. Again the game is in beta, its changeable....its far better to adjust your mechanics to fit your narrative so the GM doesn't have to. That's just better for everyone!</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9306937, member: 5889"] I can say having run many different systems other dnd. One thing does remain the same, most players want screentime. Regardless of the narrative, players want to ACT. This is not a scenario where "in fight A the Fighter gets all the love, and in fight B the rogue does". Those scenarios are fine, and they occur in all systems (dnd included). Hell how many times do people have a dnd combat that lasts one round, and the person last in initiative doesn't even get to go? The problem is when you take it over many combats. The worry is that if you have a character that is so much better in combat than another, and I am free to choose which character gets to go next.... you are mechanically incentivized to let the combat character go more often than other characters in most fights...perhaps even a lot more. That becomes a screentime problem, as now one character is getting all of the attention, and the other players don't. I don't care what system you play in.... that is a problem. And sure the GM can force the "proper" actions through convention or narration or XYZ.... but you shouldn't start your game design with that need. Again the game is in beta, its changeable....its far better to adjust your mechanics to fit your narrative so the GM doesn't have to. That's just better for everyone! [/QUOTE]
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