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<blockquote data-quote="howandwhy99" data-source="post: 6040833" data-attributes="member: 3192"><p>Currently the design is still d20-like. It seeks to build areas where new work can be exploited for money like adding new powers to do what others cannot. It's like the reason splatbooks occurred, to print rules for cash. I do not think that the game should be designed in this way. Or, there should at least be an alternative for players who have opted out of the Feat and Power exception-based design philosophy and Skill narrative authority-based design philosophy. </p><p></p><p>Personally, I like the old way, but I'm open to others. I like how all the rules were suggestions, proverbial canvas and pallet construction for the players imagination. I'd prefer selling great ideas that benefit everyone like adventures and settings, which then may be reconstructed by each group according to the rules (pallets and canvases) they have chosen. This may bring artistic achievement back to the forefront of game design; a quality-oriented communal building project where everyone's works is a potential assets to others. I don't want something where others sell you the right to declare game actions that should already, by the default game play rules, be able to do. Their PCs should be able to do what they desire simply by merit of the players having conceiving and conveying their ideas. And when they cannot, it's only because those actions have already been accounted for.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6040833, member: 3192"] Currently the design is still d20-like. It seeks to build areas where new work can be exploited for money like adding new powers to do what others cannot. It's like the reason splatbooks occurred, to print rules for cash. I do not think that the game should be designed in this way. Or, there should at least be an alternative for players who have opted out of the Feat and Power exception-based design philosophy and Skill narrative authority-based design philosophy. Personally, I like the old way, but I'm open to others. I like how all the rules were suggestions, proverbial canvas and pallet construction for the players imagination. I'd prefer selling great ideas that benefit everyone like adventures and settings, which then may be reconstructed by each group according to the rules (pallets and canvases) they have chosen. This may bring artistic achievement back to the forefront of game design; a quality-oriented communal building project where everyone's works is a potential assets to others. I don't want something where others sell you the right to declare game actions that should already, by the default game play rules, be able to do. Their PCs should be able to do what they desire simply by merit of the players having conceiving and conveying their ideas. And when they cannot, it's only because those actions have already been accounted for. [/QUOTE]
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