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Individuality and Teamwork in D&D
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<blockquote data-quote="Mattachine" data-source="post: 5815516" data-attributes="member: 6678226"><p>I think that complex skill checks (and skill challenges, to a lesser degree) do a lot to help build in team work. Also, class features, spells, and such that help/rely on allies also build team work into the rules.</p><p></p><p>I can't see much else that would do so, other than requiring certain classes for certain tasks, which I loathe.</p><p></p><p>I played a lot of my 3e games as a player on a persistent world in Neverwinter Nights (online game). Many times, creators of these world wanted to encourage team work, and one of the ways this was done was to create challenges that only one type of character could solve:</p><p></p><p>* antimagic doors that only rogues could bypass</p><p>* special wards only overcome by a good cleric using turn undead</p><p>* a ritual that required a spell only on the wiz/sorc list</p><p>* monsters immune to most energy damage and spells that needed hand-to-hand fighters</p><p></p><p>While it is fun sometimes to have one of these challenges in the game, make such challenges a requirement is poor design. I am reminded of several game design articles I've read about avoiding "if you can't get past obstacle X then adventure stops". This kind of enforced teamwork did exactly that, and it didn't encourage teamwork, it just made the game annoying or frustrating. I don't want to go towards that sort of system.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 5815516, member: 6678226"] I think that complex skill checks (and skill challenges, to a lesser degree) do a lot to help build in team work. Also, class features, spells, and such that help/rely on allies also build team work into the rules. I can't see much else that would do so, other than requiring certain classes for certain tasks, which I loathe. I played a lot of my 3e games as a player on a persistent world in Neverwinter Nights (online game). Many times, creators of these world wanted to encourage team work, and one of the ways this was done was to create challenges that only one type of character could solve: * antimagic doors that only rogues could bypass * special wards only overcome by a good cleric using turn undead * a ritual that required a spell only on the wiz/sorc list * monsters immune to most energy damage and spells that needed hand-to-hand fighters While it is fun sometimes to have one of these challenges in the game, make such challenges a requirement is poor design. I am reminded of several game design articles I've read about avoiding "if you can't get past obstacle X then adventure stops". This kind of enforced teamwork did exactly that, and it didn't encourage teamwork, it just made the game annoying or frustrating. I don't want to go towards that sort of system. [/QUOTE]
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