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General Tabletop Discussion
*Dungeons & Dragons
How Important is it that Warlords be Healers?
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<blockquote data-quote="Ahnehnois" data-source="post: 6103221" data-attributes="member: 17106"><p>What I call "naturalism" comprises the G, the N, and thew S, among other things. What I mean is designing the game that would be designed if D&D didn't exist. The game that a novice would expect when you explain to him what an rpg is. I'm postulating a distinction between rpg theory/development and traditionalism.</p><p></p><p>Indeed; I think you've addressed your own point. "Gamism" is more a legacy term than it is a thing that draws new people to the game or creates enjoyment in and of itself. I don't much care for it.</p><p></p><p>I tend to rewatch movies and TV shows, but okay on the big picture. Games aren't rituals. Moving on.</p><p></p><p>We can also criticize change that simply doesn't work (for any number of reasons). That's what I'm doing. I have little interest in holding on to traditions; that's for people an age bracket or two above me. I do have an interest in rules that make my game better.</p><p></p><p>Alternate health systems make my game better (in a variety of ways; not just in terms of simulation). Teamwork mechanics make my game better. Expanded nonmagical healing and inspiration makes my game better. Warlords and their martial healing healing don't.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6103221, member: 17106"] What I call "naturalism" comprises the G, the N, and thew S, among other things. What I mean is designing the game that would be designed if D&D didn't exist. The game that a novice would expect when you explain to him what an rpg is. I'm postulating a distinction between rpg theory/development and traditionalism. Indeed; I think you've addressed your own point. "Gamism" is more a legacy term than it is a thing that draws new people to the game or creates enjoyment in and of itself. I don't much care for it. I tend to rewatch movies and TV shows, but okay on the big picture. Games aren't rituals. Moving on. We can also criticize change that simply doesn't work (for any number of reasons). That's what I'm doing. I have little interest in holding on to traditions; that's for people an age bracket or two above me. I do have an interest in rules that make my game better. Alternate health systems make my game better (in a variety of ways; not just in terms of simulation). Teamwork mechanics make my game better. Expanded nonmagical healing and inspiration makes my game better. Warlords and their martial healing healing don't. [/QUOTE]
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How Important is it that Warlords be Healers?
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