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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Lanefan" data-source="post: 8272175" data-attributes="member: 29398"><p>IMO it depends how elevated that competency floor is.</p><p></p><p>The post I was replying to seemed to indicate everyone could pretty much do anything, more or less, which implies they have no weaknesses they need others to cover for. I'll try to illustarte using numbers, I hope this works:</p><p></p><p>On a 1-10 scale, where 1 is utterly incompetent and 10 is the world's best, on a hyopthetical collection of skills and abilities a commoner would be, say, something like 2-2-3-2-2-2. That's your baseline - an average of 2 with one '3' which is probably what you make your living by doing - to which everything else is compared.</p><p></p><p>A typical low-level D&D adventurer might be 2-5-3-2-4-2; significantly better than a commoner at a few key things but otherwise still largely what she was. At high level she might get to 2-9-5-2-8-2 - really really good at a few things but still just what she was when it comes to other things and thus needing support in those areas.</p><p></p><p>The impression I get from what you're saying is that in Blades the characters, when compared to the 2-2-3-2-2-2 commoner, are all probably going to be 5-5-5-7-5-5 i.e. pretty good at everything and a bit better at the one thing they specialize in. This is what I mean by them each being one-man bands: the competency floor is so high that compared to the rest of the world they're each experts in everything.</p><p></p><p>Now if the game really focuses on that 7 for each character while ignoring everyone's 5s everywhere else then what you say is true; but that still means the characters don't have any outright weaknesses which, if nothing else, is a shade unbelievable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8272175, member: 29398"] IMO it depends how elevated that competency floor is. The post I was replying to seemed to indicate everyone could pretty much do anything, more or less, which implies they have no weaknesses they need others to cover for. I'll try to illustarte using numbers, I hope this works: On a 1-10 scale, where 1 is utterly incompetent and 10 is the world's best, on a hyopthetical collection of skills and abilities a commoner would be, say, something like 2-2-3-2-2-2. That's your baseline - an average of 2 with one '3' which is probably what you make your living by doing - to which everything else is compared. A typical low-level D&D adventurer might be 2-5-3-2-4-2; significantly better than a commoner at a few key things but otherwise still largely what she was. At high level she might get to 2-9-5-2-8-2 - really really good at a few things but still just what she was when it comes to other things and thus needing support in those areas. The impression I get from what you're saying is that in Blades the characters, when compared to the 2-2-3-2-2-2 commoner, are all probably going to be 5-5-5-7-5-5 i.e. pretty good at everything and a bit better at the one thing they specialize in. This is what I mean by them each being one-man bands: the competency floor is so high that compared to the rest of the world they're each experts in everything. Now if the game really focuses on that 7 for each character while ignoring everyone's 5s everywhere else then what you say is true; but that still means the characters don't have any outright weaknesses which, if nothing else, is a shade unbelievable. :) [/QUOTE]
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