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<blockquote data-quote="GnomeWorks" data-source="post: 6040482" data-attributes="member: 162"><p>There are all kinds of implementations of it. For instance, if foods give you bonuses, you could give someone the ability to create food and water, but have it give no bonuses - it's crap, but it gets the job done (avoiding penalties from starvation/dehydration).</p><p></p><p>The problem is that once you get the ability to create food and water, eating and drinking is no longer a concern. It's not something you can really do in gradients - either it's enough, or it's not. It's like teleport: once the group has it, the issue of getting from point A to point B is only very rarely a concern.</p><p></p><p></p><p></p><p>Mkay, I may have misunderstood your original intent.</p><p></p><p>Personally, I'd prefer it if the default assumption was that nobody can do anything, and then buy their way (through whatever game mechanic you like, classes, skills, etc) into being able to do things. Anybody may be able to pick up a sword, anybody can try to pick a path through a dense forest, but that doesn't mean they're any good at it.</p><p></p><p>I prefer that approach because I prefer the idea of the party having a reasonable composition. If you're going into the wilderness, you'd best have a guy who can handle all that stuff - just like if you're going into combats, you'd best have a guy who can fight.</p><p></p><p>For your example, maybe the paladin has a few skills or abilities or what-not that pertain to exploration. That's fine, but that needs to come at the expense of combat ability, or spell ability, or something: but it absolutely cannot be free. If you want to put exploration on equal footing with everything else, then the "points" that go into those silos all need to come from the same place, else you're demoting one somewhere.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 6040482, member: 162"] There are all kinds of implementations of it. For instance, if foods give you bonuses, you could give someone the ability to create food and water, but have it give no bonuses - it's crap, but it gets the job done (avoiding penalties from starvation/dehydration). The problem is that once you get the ability to create food and water, eating and drinking is no longer a concern. It's not something you can really do in gradients - either it's enough, or it's not. It's like teleport: once the group has it, the issue of getting from point A to point B is only very rarely a concern. Mkay, I may have misunderstood your original intent. Personally, I'd prefer it if the default assumption was that nobody can do anything, and then buy their way (through whatever game mechanic you like, classes, skills, etc) into being able to do things. Anybody may be able to pick up a sword, anybody can try to pick a path through a dense forest, but that doesn't mean they're any good at it. I prefer that approach because I prefer the idea of the party having a reasonable composition. If you're going into the wilderness, you'd best have a guy who can handle all that stuff - just like if you're going into combats, you'd best have a guy who can fight. For your example, maybe the paladin has a few skills or abilities or what-not that pertain to exploration. That's fine, but that needs to come at the expense of combat ability, or spell ability, or something: but it absolutely cannot be free. If you want to put exploration on equal footing with everything else, then the "points" that go into those silos all need to come from the same place, else you're demoting one somewhere. [/QUOTE]
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