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I hate expertise dice as a universal mechanic.
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<blockquote data-quote="kerleth" data-source="post: 6043736" data-attributes="member: 84383"><p>Actually, I've played lots of video games where there were characters who were awesome in combat and others who were awesome in exploration. The difference is that I "played" the whole party, not just one character. Let's not muddy the waters by bringing in video games that may very well be single player exercises into the mix.</p><p> </p><p>There is a huge narrative reason to not have everyone be perfectly or even closely balanced across all pillars. Some character concepts just don't make sense if they are.</p><p> </p><p>There is a huge gameplay reason to have everyone be balanced across all pillars. Since the designers can't really predict the playstyle of a given group, it is the easiest way to ensure intraparty balance.</p><p> </p><p>I think a great deal of the debate over the rogue lies in the difference of playstyles and how to address the concerns of both groups. I lean more and more to the "core" rules leaning towards hack-and-slash, at LEAST 50% combat. Then have a module that would balance classes in campaigns where combat is less of a factor. I dunno. The idea sounds good on paper, but is it workable?</p></blockquote><p></p>
[QUOTE="kerleth, post: 6043736, member: 84383"] Actually, I've played lots of video games where there were characters who were awesome in combat and others who were awesome in exploration. The difference is that I "played" the whole party, not just one character. Let's not muddy the waters by bringing in video games that may very well be single player exercises into the mix. There is a huge narrative reason to not have everyone be perfectly or even closely balanced across all pillars. Some character concepts just don't make sense if they are. There is a huge gameplay reason to have everyone be balanced across all pillars. Since the designers can't really predict the playstyle of a given group, it is the easiest way to ensure intraparty balance. I think a great deal of the debate over the rogue lies in the difference of playstyles and how to address the concerns of both groups. I lean more and more to the "core" rules leaning towards hack-and-slash, at LEAST 50% combat. Then have a module that would balance classes in campaigns where combat is less of a factor. I dunno. The idea sounds good on paper, but is it workable? [/QUOTE]
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I hate expertise dice as a universal mechanic.
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