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<blockquote data-quote="Super Pony" data-source="post: 5815001" data-attributes="member: 6669292"><p>I totally agree on the ability for people to play any class they want (even duplicates) and having it <em>possible</em> to have a good time with some success. <strong>However</strong>, a real potential pitfall to games designed that way is that you don't want every class to be able to do everything <em>(healing surges, magical damage, massive/useless skills, etc</em>).</p><p> </p><p>If people want to have an all-rogue party that should be <em>doable</em> but it shouldn't be the <em>same</em> as a varied group. That robs the game of variation....if the game plays the same with four rogues or one of each class...what's the point of choosing a class beyond your character sketch and personality and the name/brand of the loot you are jotting on the character sheet? </p><p> </p><p>But I totally agree that in terms of opposition and the types of adventures that can be <em>easily</em> templated/brewed up...you should be able to present the fighter team of Darryl, Darrel and their other brother Dharel with Keep on the Borderlands and if they play well individually AND together they should come through okay even if it is a lot harder. Getting players to think differently is what roleplaying is all about (imo). I want my group of fighters to come at problems differently than the group of rogues (or any other 'non standard' permutation of classes). But it shouldn't require herculean efforts or pulling punches on the DM's part to do successfully.</p></blockquote><p></p>
[QUOTE="Super Pony, post: 5815001, member: 6669292"] I totally agree on the ability for people to play any class they want (even duplicates) and having it [I]possible[/I] to have a good time with some success. [B]However[/B], a real potential pitfall to games designed that way is that you don't want every class to be able to do everything [I](healing surges, magical damage, massive/useless skills, etc[/I]). If people want to have an all-rogue party that should be [I]doable[/I] but it shouldn't be the [I]same[/I] as a varied group. That robs the game of variation....if the game plays the same with four rogues or one of each class...what's the point of choosing a class beyond your character sketch and personality and the name/brand of the loot you are jotting on the character sheet? But I totally agree that in terms of opposition and the types of adventures that can be [I]easily[/I] templated/brewed up...you should be able to present the fighter team of Darryl, Darrel and their other brother Dharel with Keep on the Borderlands and if they play well individually AND together they should come through okay even if it is a lot harder. Getting players to think differently is what roleplaying is all about (imo). I want my group of fighters to come at problems differently than the group of rogues (or any other 'non standard' permutation of classes). But it shouldn't require herculean efforts or pulling punches on the DM's part to do successfully. [/QUOTE]
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