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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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<blockquote data-quote="I'm A Banana" data-source="post: 6911240" data-attributes="member: 2067"><p>The first response tells you that the presence or absence of elves might not wreck the game in the way you fear - if gnomes are better, maybe gnomes can help make the game into something that's not a hack-and-slash dungeon crawler without beauty. If what you want is an <em>experience</em> an elves are just a path to that experience, that should be rewarding - now you don't need to be shackled to elves! If what you want is just elves regardless of the experience, you might say, "Eh, gnomes don't scratch that itch for me," and either houserule back in elves or happily play a game with elves in it. Bonus points for going into detail about the material differences that define these different experiences for you and helping other people who also might be missing elves a little taste of that with something tossed out on the DM's Guild or something.</p><p></p><p>For the second response, if you're interested in the experience the elves brought, you should be really interested in hearing about the negative side of that experience (some of your own players might've struggled with it), and about the trade-offs it entails. You might decide that it's worth it for your games, or to make some changes, or whatever, but you'll have a better understanding of how a game mechanic produces an effect in the audience, which should make your own games a little bit better regardless of your choices. If you're interested in elves regardless of the experiences they brought, knowing that they created some negative effects might lead you to, say, taking gnomes and changing their name and giving them pointy ears and making them Medium in your game, because that's enough to make them elves in your book. </p><p></p><p>In either situation, reacting with "But a real failure of the game was that it doesn't have elves because that makes the game a dungeon-crawling hack-and-slash game without any beauty!" is ignoring how the game plays in practice: with variety and beauty and problem-solving aplenty!</p><p></p><p>Or to collapse the strained metaphor, insisting that the sorcerer must be a horrific blasty monster just because it isn't what you personally want it to be is ignoring how the game plays in practice: with sorcerers who are not horrific blasty monsters. You can accept that you don't like the sorcerer anyway for whatever reason, or you can accept that as long as you don't have to be a horrific blasty monster maybe the sorcerer is OK, but you can't just reasonably keep insisting that a sorcerer must be a horrific blasty monster.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6911240, member: 2067"] The first response tells you that the presence or absence of elves might not wreck the game in the way you fear - if gnomes are better, maybe gnomes can help make the game into something that's not a hack-and-slash dungeon crawler without beauty. If what you want is an [I]experience[/I] an elves are just a path to that experience, that should be rewarding - now you don't need to be shackled to elves! If what you want is just elves regardless of the experience, you might say, "Eh, gnomes don't scratch that itch for me," and either houserule back in elves or happily play a game with elves in it. Bonus points for going into detail about the material differences that define these different experiences for you and helping other people who also might be missing elves a little taste of that with something tossed out on the DM's Guild or something. For the second response, if you're interested in the experience the elves brought, you should be really interested in hearing about the negative side of that experience (some of your own players might've struggled with it), and about the trade-offs it entails. You might decide that it's worth it for your games, or to make some changes, or whatever, but you'll have a better understanding of how a game mechanic produces an effect in the audience, which should make your own games a little bit better regardless of your choices. If you're interested in elves regardless of the experiences they brought, knowing that they created some negative effects might lead you to, say, taking gnomes and changing their name and giving them pointy ears and making them Medium in your game, because that's enough to make them elves in your book. In either situation, reacting with "But a real failure of the game was that it doesn't have elves because that makes the game a dungeon-crawling hack-and-slash game without any beauty!" is ignoring how the game plays in practice: with variety and beauty and problem-solving aplenty! Or to collapse the strained metaphor, insisting that the sorcerer must be a horrific blasty monster just because it isn't what you personally want it to be is ignoring how the game plays in practice: with sorcerers who are not horrific blasty monsters. You can accept that you don't like the sorcerer anyway for whatever reason, or you can accept that as long as you don't have to be a horrific blasty monster maybe the sorcerer is OK, but you can't just reasonably keep insisting that a sorcerer must be a horrific blasty monster. [/QUOTE]
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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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