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<blockquote data-quote="slobster" data-source="post: 6019537" data-attributes="member: 6693711"><p>This may be heresy, but I think that restrictions can be a good thing. I said it, now I can't unsay it. But they should be very carefully considered so that they work together to accomplish a goal, and not needlessly restrict creativity.</p><p></p><p>Having fighters based on recharging-by-turn CS dice, and wizards based on preparing spells ahead of time, is a dyed-in-the-wool, interesting difference between the two classes. It reinforces how their power derives from different places, how they have a different outlook on combat and problem-solving in general, and makes it so that playing them is a very different experience from the moment you pick up your character sheet. I find all of that to be useful, and worth the restrictions that it took to get there.</p><p></p><p>Now if someone wants to play a daily fighter, make it an option. Maybe come out with a "Knight" class later that uses martial dailies. Maybe churn out some modules to modify the normal fighter class. But rooting the defaults in D&D history establishes an identity for the class, and frankly reinforces an identity for the entire brand.</p><p></p><p>Those are my 2cp, and I can tell you won't agree. <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=":)" /> No harm in that, we can agree to disagree. Good luck with brainstorming your take on it, and rest assured that I will eagerly read and digest anything you come up with. We're all wannabe game designers here! (except of course for the <strong>actual </strong>game designers here)</p><p></p><p>EDIT: Also +1 for not involving Forge-isms. They always give me a headache. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="slobster, post: 6019537, member: 6693711"] This may be heresy, but I think that restrictions can be a good thing. I said it, now I can't unsay it. But they should be very carefully considered so that they work together to accomplish a goal, and not needlessly restrict creativity. Having fighters based on recharging-by-turn CS dice, and wizards based on preparing spells ahead of time, is a dyed-in-the-wool, interesting difference between the two classes. It reinforces how their power derives from different places, how they have a different outlook on combat and problem-solving in general, and makes it so that playing them is a very different experience from the moment you pick up your character sheet. I find all of that to be useful, and worth the restrictions that it took to get there. Now if someone wants to play a daily fighter, make it an option. Maybe come out with a "Knight" class later that uses martial dailies. Maybe churn out some modules to modify the normal fighter class. But rooting the defaults in D&D history establishes an identity for the class, and frankly reinforces an identity for the entire brand. Those are my 2cp, and I can tell you won't agree. :) No harm in that, we can agree to disagree. Good luck with brainstorming your take on it, and rest assured that I will eagerly read and digest anything you come up with. We're all wannabe game designers here! (except of course for the [B]actual [/B]game designers here) EDIT: Also +1 for not involving Forge-isms. They always give me a headache. ;) [/QUOTE]
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