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*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Hussar" data-source="post: 5618258" data-attributes="member: 22779"><p>See, the problem with this is that every scenario has to be strongly contrived so that there are things for everyone to do. IOW, you have to have a very specific scenario with an owl bear, an arcane lock and a locked door.</p><p></p><p>And you have to do it every single scenario. </p><p></p><p>The more scenarios where you don't contrive things for everyone to do, the more classes get sidelined. In a combat light 3e game, the fighter doesn't get to do a whole lot - he doesn't exactly have a whole lot of skills to fall back on. In a plains of the dead scenario, the rogue is sitting around twiddling his thumbs because he can't actually hurt anything and there's just no real traps to deal with in the middle of the plains.</p><p></p><p>So on and so forth. </p><p></p><p>If the DM is really on the ball, he can make sure that everyone has something to do. But, that also places some serious constraints on what scenarios you design. Every crypt has to have lots of locked doors and traps, regardless of whether or not it really makes sense to do so just so the rogue player isn't bored out of his tree.</p><p></p><p>In early D&D, this wasn't a problem. The massive dungeon that was often presumed for play always contained all sorts of stuff for everyone to do. Great. But, we're a few years beyond playing a dungeon crawl game and nothing else.</p><p></p><p>Can a DM whose on the ball make sure that this isn't a problem? Of course. Or, you can adjust the classes, and yes, make them a bit more homogeneous possibly, and let the players individualize their characters through play, rather than simply by having unique mechanics that other characters don't have.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5618258, member: 22779"] See, the problem with this is that every scenario has to be strongly contrived so that there are things for everyone to do. IOW, you have to have a very specific scenario with an owl bear, an arcane lock and a locked door. And you have to do it every single scenario. The more scenarios where you don't contrive things for everyone to do, the more classes get sidelined. In a combat light 3e game, the fighter doesn't get to do a whole lot - he doesn't exactly have a whole lot of skills to fall back on. In a plains of the dead scenario, the rogue is sitting around twiddling his thumbs because he can't actually hurt anything and there's just no real traps to deal with in the middle of the plains. So on and so forth. If the DM is really on the ball, he can make sure that everyone has something to do. But, that also places some serious constraints on what scenarios you design. Every crypt has to have lots of locked doors and traps, regardless of whether or not it really makes sense to do so just so the rogue player isn't bored out of his tree. In early D&D, this wasn't a problem. The massive dungeon that was often presumed for play always contained all sorts of stuff for everyone to do. Great. But, we're a few years beyond playing a dungeon crawl game and nothing else. Can a DM whose on the ball make sure that this isn't a problem? Of course. Or, you can adjust the classes, and yes, make them a bit more homogeneous possibly, and let the players individualize their characters through play, rather than simply by having unique mechanics that other characters don't have. [/QUOTE]
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In Defense of the Theory of Dissociated Mechanics
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