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"I hate math"
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<blockquote data-quote="I'm A Banana" data-source="post: 2375103" data-attributes="member: 2067"><p>Got it, and I can easily see that being a problem. Of course, some would call it a virtue, but either way, this is absolutely true, it does bog down gameplay.</p><p></p><p>IMC, I encourage specialization rather than diversification (e.g.: it's cheaper to get flaming burst put on a flaming sword, and it's easier to summon fire elementals with that sword), ending up solving the problem the same way in the end....a tightly limited group of powers. Awarding powers instead of magic items helps this in VOLUMES, since the powers are always built on a theme.</p><p></p><p></p><p></p><p>I think this is very true, too. D&D has deep wargaming roots, and probably isn't going to get rid of them any time soon, and this aspect is a lot of fun and very gamist about it, but does get complicated at higher levels. D&D is designed to be played something like a wargame. An abstract system is more concerned about overall effect than specific cause. D&D is defiantely a game concerned about the *cause.*</p><p></p><p>And no matter the system, I myself as a DM and a player prefer if the books tell me what I should do and why I should do it, because then when I alter it for my own game, I have a baseline. Systems that leave significant values in the hand of DM Contrivance make my skin crawl, because most DM's are not trained game designers, and shouldn't have to be to run a fun game...</p><p></p><p>But I digress. Yes, absolutely, some method of themed power-set would give high level D&D combat much more streamlined, and an easy way to impliment this is to give themed powers to the players as treasure. It's not a perfect solution, but it helps when something can unify the powers of the character (kind of the logic behind classes to begin with).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2375103, member: 2067"] Got it, and I can easily see that being a problem. Of course, some would call it a virtue, but either way, this is absolutely true, it does bog down gameplay. IMC, I encourage specialization rather than diversification (e.g.: it's cheaper to get flaming burst put on a flaming sword, and it's easier to summon fire elementals with that sword), ending up solving the problem the same way in the end....a tightly limited group of powers. Awarding powers instead of magic items helps this in VOLUMES, since the powers are always built on a theme. I think this is very true, too. D&D has deep wargaming roots, and probably isn't going to get rid of them any time soon, and this aspect is a lot of fun and very gamist about it, but does get complicated at higher levels. D&D is designed to be played something like a wargame. An abstract system is more concerned about overall effect than specific cause. D&D is defiantely a game concerned about the *cause.* And no matter the system, I myself as a DM and a player prefer if the books tell me what I should do and why I should do it, because then when I alter it for my own game, I have a baseline. Systems that leave significant values in the hand of DM Contrivance make my skin crawl, because most DM's are not trained game designers, and shouldn't have to be to run a fun game... But I digress. Yes, absolutely, some method of themed power-set would give high level D&D combat much more streamlined, and an easy way to impliment this is to give themed powers to the players as treasure. It's not a perfect solution, but it helps when something can unify the powers of the character (kind of the logic behind classes to begin with). [/QUOTE]
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