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Falling out of love with your game
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<blockquote data-quote="Barastrondo" data-source="post: 5015312" data-attributes="member: 3820"><p>A good example would be a skill point system, I figure. I've frequently seen players who have issues with just not having enough skill points to spend on things that are useful and things that are characterful. This is particularly true for fighter-types or other concepts without much Intelligence. "But ho," you may say, "if they're fighters, doesn't that mean they have few skills outside of their martial discipline?" Well, that's the thing: if their concept is "fighter built with the limitations of a skill point system in mind," they might be fine with that. If their concept is "most dangerous pirate on the seas," then not having the skill points for mathematics, navigation, athletics and other requisites of being a fighting Jack Aubrey type is a problem. Having to take levels in another class just to get skill points is a <em>real</em> problem unless, as I say, you have a certain predisposition to the system assumptions. If you like multiclassing, you're golden. But without that predisposition, you may be asking myself "Why do I have to take sneak attack and a d6 hit die just so my Guan Yu homage can have the skill points to be lettered in the Spring and Autumn Annals?" </p><p></p><p>This is a case where the setting is permissive (sure, you can build the most dangerous pirate on the seas as a fighter, so you're a seriously dangerous swordfighter), but the rules are not so much (you better take some rogue with that fighter if you want to be any good at the various skills that would represent being competent at the non-fighting parts of your job). Same for the Guan Yu or Musashi type: in some games, warriors are Not Supposed To Be Scholars, no matter what the role models outside the game might be.</p><p></p><p>It's not always a game-breaker in and of itself. But is it one of those things that adds up, more and more. And I honestly don't think it's fair to assume that people who grow disenchanted with a game system are interested in "power-ups" instead of roleplaying. Many are excellent roleplayers who love to immerse themselves in their characters, but they have an easier time of it in a system that embraces some of their predilections instead of contradicting them.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5015312, member: 3820"] A good example would be a skill point system, I figure. I've frequently seen players who have issues with just not having enough skill points to spend on things that are useful and things that are characterful. This is particularly true for fighter-types or other concepts without much Intelligence. "But ho," you may say, "if they're fighters, doesn't that mean they have few skills outside of their martial discipline?" Well, that's the thing: if their concept is "fighter built with the limitations of a skill point system in mind," they might be fine with that. If their concept is "most dangerous pirate on the seas," then not having the skill points for mathematics, navigation, athletics and other requisites of being a fighting Jack Aubrey type is a problem. Having to take levels in another class just to get skill points is a [I]real[/I] problem unless, as I say, you have a certain predisposition to the system assumptions. If you like multiclassing, you're golden. But without that predisposition, you may be asking myself "Why do I have to take sneak attack and a d6 hit die just so my Guan Yu homage can have the skill points to be lettered in the Spring and Autumn Annals?" This is a case where the setting is permissive (sure, you can build the most dangerous pirate on the seas as a fighter, so you're a seriously dangerous swordfighter), but the rules are not so much (you better take some rogue with that fighter if you want to be any good at the various skills that would represent being competent at the non-fighting parts of your job). Same for the Guan Yu or Musashi type: in some games, warriors are Not Supposed To Be Scholars, no matter what the role models outside the game might be. It's not always a game-breaker in and of itself. But is it one of those things that adds up, more and more. And I honestly don't think it's fair to assume that people who grow disenchanted with a game system are interested in "power-ups" instead of roleplaying. Many are excellent roleplayers who love to immerse themselves in their characters, but they have an easier time of it in a system that embraces some of their predilections instead of contradicting them. [/QUOTE]
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