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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Help me make a necromancer archetype
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<blockquote data-quote="VenerableBede" data-source="post: 8820162" data-attributes="member: 7032917"><p>This makes me want to start a completely tangential conversation about the risks versus rewards of unexplored territory/pushing the boundaries in game design, as well as the responsibilities of the designer in making the game verses the responsibilities of the player in playing the game. For example, yes, the designer should try to think through an ability thoroughly and, if something problematic is discovered, try to iron it out. But not every ability needs to have lots of extra text trying to beat out how it works with every single other mechanic in the game, and not every problem can be thought of in advance (or even reasonably should be—really interesting abilities can be made cumbersome, bland, or completely lose focus by trying to prepare them for every eventuality). On the other hand, a player discovering an unintentionally broken mechanic (or intentionally left-in but very obscure fine detail) has the responsibility to not abuse that knowledge at tables where doing so would decrease the fun for everyone. This, of course, leaves in the potential for such things to still be used at tables where abusing powerful mechanics and finding loopholes is a major part of the fun. I've played at both tables and both only work when all players are "playing the game right" for that specific table.</p><p>Anyway, to try and keep this short, to me I think it's good to take well thought-out risks in design if it produces something genuinely fun and creative, even if it has hard-to-see rough edges.</p></blockquote><p></p>
[QUOTE="VenerableBede, post: 8820162, member: 7032917"] This makes me want to start a completely tangential conversation about the risks versus rewards of unexplored territory/pushing the boundaries in game design, as well as the responsibilities of the designer in making the game verses the responsibilities of the player in playing the game. For example, yes, the designer should try to think through an ability thoroughly and, if something problematic is discovered, try to iron it out. But not every ability needs to have lots of extra text trying to beat out how it works with every single other mechanic in the game, and not every problem can be thought of in advance (or even reasonably should be—really interesting abilities can be made cumbersome, bland, or completely lose focus by trying to prepare them for every eventuality). On the other hand, a player discovering an unintentionally broken mechanic (or intentionally left-in but very obscure fine detail) has the responsibility to not abuse that knowledge at tables where doing so would decrease the fun for everyone. This, of course, leaves in the potential for such things to still be used at tables where abusing powerful mechanics and finding loopholes is a major part of the fun. I've played at both tables and both only work when all players are "playing the game right" for that specific table. Anyway, to try and keep this short, to me I think it's good to take well thought-out risks in design if it produces something genuinely fun and creative, even if it has hard-to-see rough edges. [/QUOTE]
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Help me make a necromancer archetype
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