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General Tabletop Discussion
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How much should 5e aim at balance?
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<blockquote data-quote="Ratskinner" data-source="post: 6015137" data-attributes="member: 6688937"><p>Yes, although Capes doesn't have a GM. A player puts out "conflicts" and play revolves around who gets to actually narrate the resolution of the conflicts. The more interest a conflict generates, the more payoff there is for the winner(s) (and loser(s), though in a more roundabout way.) The "physical" powers and traits that characters have are less relevant in this regard than their drives and motivations.</p><p></p><p>I have, for some time, considered a "D&D" style version of Capes, with a DM. It presents some interesting conundrums from a design perspective, but I'm not yet sure they aren't surmountable. Certainly, in such a thing, the DM would <em>need</em> to create conflicts that directly impact the PCs motivations just to get the PCs to step up to the plate. </p><p></p><p>It directly avoids a problem I've seen in play: The DM writes an adventure/campaign, the players roll up characters, the DM starts play and drops out "the big hook"....only to watch the players all either ignore it or outright reject it on the grounds that "my guy wouldn't care about that" or "why would my guy think he could do anything about that." I've particularly noted this phenomenon when a DM tries to incorporate a published module into a larger campaign.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6015137, member: 6688937"] Yes, although Capes doesn't have a GM. A player puts out "conflicts" and play revolves around who gets to actually narrate the resolution of the conflicts. The more interest a conflict generates, the more payoff there is for the winner(s) (and loser(s), though in a more roundabout way.) The "physical" powers and traits that characters have are less relevant in this regard than their drives and motivations. I have, for some time, considered a "D&D" style version of Capes, with a DM. It presents some interesting conundrums from a design perspective, but I'm not yet sure they aren't surmountable. Certainly, in such a thing, the DM would [I]need[/I] to create conflicts that directly impact the PCs motivations just to get the PCs to step up to the plate. It directly avoids a problem I've seen in play: The DM writes an adventure/campaign, the players roll up characters, the DM starts play and drops out "the big hook"....only to watch the players all either ignore it or outright reject it on the grounds that "my guy wouldn't care about that" or "why would my guy think he could do anything about that." I've particularly noted this phenomenon when a DM tries to incorporate a published module into a larger campaign. [/QUOTE]
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How much should 5e aim at balance?
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