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General Tabletop Discussion
*TTRPGs General
How do you define character "weakness?"
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<blockquote data-quote="Wolfpack48" data-source="post: 9568866" data-attributes="member: 6872648"><p>So it's interesting so far -- the top results are:</p><ul> <li data-xf-list-type="ul">I'm rarely hitting enemies at all</li> <li data-xf-list-type="ul">It's hard to succeed in checks in my profession</li> <li data-xf-list-type="ul">I lose agency in this game frequently</li> <li data-xf-list-type="ul">Smart planning doesn't reward enough bonuses to offset the other weaknesses</li> <li data-xf-list-type="ul">Smart planning doesn't reward any bonuses or advantage</li> <li data-xf-list-type="ul">System ignores player planning and agency (sorry for the double item!)</li> </ul><p>These all sound reasonable to me as items that could be agreed on as overly weak characters. Basically, the game isn't giving the player enough tools to do fundamental things the character should be "good" at.</p><p></p><p>Coming in the next tier are:</p><ul> <li data-xf-list-type="ul">It's too difficult to defeat enemies</li> <li data-xf-list-type="ul">I have a chance at being "one-shot" by an enemy</li> <li data-xf-list-type="ul">I'm taking a lot of damage in our combats (critically hurt)</li> <li data-xf-list-type="ul">Too many things outside combat could hurt or kill me</li> </ul><p>This next tier is damage focused, and it's really telling that players feel their characters are so easily hit or damaged by things in the world, such that they might as well just "stay home where it's safe." Finding that sweet spot of challenge vs discouragement seems to be the key.</p><p></p><p>The last tier of less frequently voted on items could possibly be construed as things that actively skew toward more character power - where players are expecting more of a fictional hero that can't <em>actually </em>be killed or hurt too badly and system powers that give them a distinct advantage over their opponents. I think it's here where the current discussion before starting might need to happen. These are questions designed to really get at the power level question before diving into a system or game.</p></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9568866, member: 6872648"] So it's interesting so far -- the top results are: [LIST] [*]I'm rarely hitting enemies at all [*]It's hard to succeed in checks in my profession [*]I lose agency in this game frequently [*]Smart planning doesn't reward enough bonuses to offset the other weaknesses [*]Smart planning doesn't reward any bonuses or advantage [*]System ignores player planning and agency (sorry for the double item!) [/LIST] These all sound reasonable to me as items that could be agreed on as overly weak characters. Basically, the game isn't giving the player enough tools to do fundamental things the character should be "good" at. Coming in the next tier are: [LIST] [*]It's too difficult to defeat enemies [*]I have a chance at being "one-shot" by an enemy [*]I'm taking a lot of damage in our combats (critically hurt) [*]Too many things outside combat could hurt or kill me [/LIST] This next tier is damage focused, and it's really telling that players feel their characters are so easily hit or damaged by things in the world, such that they might as well just "stay home where it's safe." Finding that sweet spot of challenge vs discouragement seems to be the key. The last tier of less frequently voted on items could possibly be construed as things that actively skew toward more character power - where players are expecting more of a fictional hero that can't [I]actually [/I]be killed or hurt too badly and system powers that give them a distinct advantage over their opponents. I think it's here where the current discussion before starting might need to happen. These are questions designed to really get at the power level question before diving into a system or game. [/QUOTE]
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