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*Pathfinder & Starfinder
Doing it wrong Part 1: Taking the dragon out of the dungeon
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<blockquote data-quote="RUMBLETiGER" data-source="post: 6061634" data-attributes="member: 6674868"><p>Oh... So the game no longer is designed to reflect how players want to play.</p><p></p><p>First off, I play 3.x, so I can only answer from that perspective. </p><p></p><p>I don't think I feel the same way. Take the CR ratings (imperfect as it is, I know, but bare with me), a party fighting at a CR appropriate for them has a good chance to survive the encounter. DMs have the flexibility to tailor the difficulty to what the players want. Players have tons of options for designing a PC. Healthy dialogue between DM and players out of game about expectations provide them all with the ability to craft a game, from the multitude of challenging choices, they want to make.</p><p></p><p>I feel, because of the incredible amount of 3.x material out there, that anything the players and DM want, can be put together within the game design.</p></blockquote><p></p>
[QUOTE="RUMBLETiGER, post: 6061634, member: 6674868"] Oh... So the game no longer is designed to reflect how players want to play. First off, I play 3.x, so I can only answer from that perspective. I don't think I feel the same way. Take the CR ratings (imperfect as it is, I know, but bare with me), a party fighting at a CR appropriate for them has a good chance to survive the encounter. DMs have the flexibility to tailor the difficulty to what the players want. Players have tons of options for designing a PC. Healthy dialogue between DM and players out of game about expectations provide them all with the ability to craft a game, from the multitude of challenging choices, they want to make. I feel, because of the incredible amount of 3.x material out there, that anything the players and DM want, can be put together within the game design. [/QUOTE]
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Doing it wrong Part 1: Taking the dragon out of the dungeon
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