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Feats: Do they stifle creativity and reduce options?
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<blockquote data-quote="superstition" data-source="post: 7361666" data-attributes="member: 32866"><p>I tried to point out that having depth and breadth in mechanics for the social simulation aspect, and less of a wall between the Tactics subgame and the rest, can help to alleviate the alleged need for the players to have an acting background and such.</p><p></p><p>Do players need to have historically-accurate and rigorous training in battlefield tactics (particularly in terms of old-fashioned weaponry, armor, and other tech) to be decent enough at D&D? Not really.</p><p></p><p>Why should the social aspect be more difficult than the Tactics side? A lot just comes down to what people find interesting enough to put their energy into. Arguing for less mechanical support for the thing they're not interested in helps to reinforce its perceived inferiority by making it work less well.</p></blockquote><p></p>
[QUOTE="superstition, post: 7361666, member: 32866"] I tried to point out that having depth and breadth in mechanics for the social simulation aspect, and less of a wall between the Tactics subgame and the rest, can help to alleviate the alleged need for the players to have an acting background and such. Do players need to have historically-accurate and rigorous training in battlefield tactics (particularly in terms of old-fashioned weaponry, armor, and other tech) to be decent enough at D&D? Not really. Why should the social aspect be more difficult than the Tactics side? A lot just comes down to what people find interesting enough to put their energy into. Arguing for less mechanical support for the thing they're not interested in helps to reinforce its perceived inferiority by making it work less well. [/QUOTE]
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Feats: Do they stifle creativity and reduce options?
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