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First playtest thread! One D&D Character Origins.
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<blockquote data-quote="I'm A Banana" data-source="post: 8742713" data-attributes="member: 2067"><p>It's a fair question. Here's the thing I'm wondering. If the people who don't use Inspiration are happy, and the people who use Inspiration are happy...why is it "better" to use Inspiration? What does it help the game to do? How does it improve play at the table? What are the people who aren't using it missing out on?</p><p></p><p>A rule has to <strong>justify</strong> it's existence. It has to add something to your gameplay. Or you won't use it (see, for instance, encumbrance). What is it that the design team is hoping to add to the gameplay? What effect do they want this to have at the table?</p><p></p><p>Because the Inspiration that you get from being a human or rolling a 20 isn't like the Inspiration you get from having a cool RP moment or engaging with your flaws. One rewards you for "being a human" or "rolling a 20." Do the designers want more humans? To subtly enhance PC's with the Extra Attack feature? The other rewards you for "playing your character well" or "bringing something interesting to the story." The designers there seem to want to reward performing your character in an interesting way and playing your PC as part of the story/world. Those are not the same functions for the rule.</p><p></p><p>It's similar to the dragonborn thing in that I don't understand the problem statement. What's "better?" Using a rule more isn't "better," intrinsically. Maybe the rule doesn't NEED to be used by every table. What are they trying to <em>do</em> with these changes? Other than sell us a new core book set, what are their goals?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 8742713, member: 2067"] It's a fair question. Here's the thing I'm wondering. If the people who don't use Inspiration are happy, and the people who use Inspiration are happy...why is it "better" to use Inspiration? What does it help the game to do? How does it improve play at the table? What are the people who aren't using it missing out on? A rule has to [B]justify[/B] it's existence. It has to add something to your gameplay. Or you won't use it (see, for instance, encumbrance). What is it that the design team is hoping to add to the gameplay? What effect do they want this to have at the table? Because the Inspiration that you get from being a human or rolling a 20 isn't like the Inspiration you get from having a cool RP moment or engaging with your flaws. One rewards you for "being a human" or "rolling a 20." Do the designers want more humans? To subtly enhance PC's with the Extra Attack feature? The other rewards you for "playing your character well" or "bringing something interesting to the story." The designers there seem to want to reward performing your character in an interesting way and playing your PC as part of the story/world. Those are not the same functions for the rule. It's similar to the dragonborn thing in that I don't understand the problem statement. What's "better?" Using a rule more isn't "better," intrinsically. Maybe the rule doesn't NEED to be used by every table. What are they trying to [I]do[/I] with these changes? Other than sell us a new core book set, what are their goals? [/QUOTE]
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