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<blockquote data-quote="pemerton" data-source="post: 6125684" data-attributes="member: 42582"><p>I think you are running two things together here. And that's not necessarily a bad thing, but I think it's worth being clear about.</p><p></p><p>KM (as best I understand him) is not saying that flavour is irrelevant. He's saying that there is more than one path by which to use the PC-build mechanics to deliver a certain sort of flavour. So, conversely, when you are saying that "fluff should mean something" you're not just insisting that PC-build mechanics should deliver an outcome that has an ingame meaning, you're saying that <em>there should be no more than one PC-build route</em> to a given ingame destination.</p><p></p><p>That is a hugely strong constraint that even points-buy systems have trouble delivering on, and that a class + race + feats system almost certainly can't unless - like classic D&D - we are utterly committed to strictly limiting the possible ingame destinations.</p><p></p><p>KM has made his point with reference to vampires, but I can equally make it with reference to paladins - in my game one of the paladins is built as a paladin/Questing Knight/Marshal of Letherna; the other is built as a fighter multi-class cleric/Warpriest/Eternal Defender. These different mechanical paths produce different suites of mechanical capabilities reflecting the two players' different preferences - but each corresponds, in game, to a heavy armour, hard-hitting divinely-empowered defender.</p><p></p><p>Another example from my game is the PC who started as a human wizard multi-class cleric, then retrained to multi-class invoker so he could pick up the Divine Philosopher paragon path, and then - after an ingame resurrection experience - rebuilt as a deva invoker multi-class wizard, who is still a Divine Philosopher and also a Sage of Ages. Some of the skills that the PC originally got from being a human, he now gests from feats. He use to have Thudnerwave as a wizard at-will power, but now has it as a multi-class wizard encounter power. But the PC concept in the fiction hasn't changed; it's just mixing and matching different mechanical elements to best express that fictional concept in a way that best fits with what the player wants to do with the PC.</p><p></p><p>Again, I'm not saying that this sort of flexibility is the only way to go - and of course it requires good design so that a Reaper/Slayer is not landed with redundant and mutually excluding powers, but rather becomes utterly <em>all about</em> reaping and slaying (a bit like KM's Elvira). I just want to emphasise how much of a constraint is placed on both the game <em>and the underlying fiction that it will have room for</em> if you go down the path of insisting on no more than one mechanical path to a given fictional destination.</p><p></p><p>Until you tell me more about your design goals and design criteria - in particular in respect of how mechanics and fiction are meant to touch one another - I can't tell what is or isn't lazy.</p><p></p><p>For instance, in the Basic rulebook for Marvel Heroic RP, Spiderman has two power-sets - a spidery one and a web-shooting one. In Civil War, though, which has Spidey in his Stark armouor, the spidery and web-shooting abilities are rolled into a single power set, and a second armour power set is added. Mechanically, this makes Spidey's iconic abilities less important - because on a single roll you can only use one item from a given powerset: so Basic Spidey can use both Wall-Crawling and Webs in the same action, whereas Civil War armoured Spidey has to choose one or the other, but can then also use a Stark armour ability.</p><p></p><p>This isn't lazy design, though - allowing Spidey's abilities to be represented and used mechanically in different ways. It's good design, because it allows the character to be powered up with Stark armour <em>in the fiction</em> without leading to the game breaking mechanically in play.</p><p></p><p>Letting "gladiator" be a single feat for PC A, but a whole suite of class abilities for PC B, is a way of achieving that same sort of thing in D&D.</p><p></p><p>Unless I've badly misunderstood you we're in agreement, and (hopefully) I've elaborated on your reasoning a bit above.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6125684, member: 42582"] I think you are running two things together here. And that's not necessarily a bad thing, but I think it's worth being clear about. KM (as best I understand him) is not saying that flavour is irrelevant. He's saying that there is more than one path by which to use the PC-build mechanics to deliver a certain sort of flavour. So, conversely, when you are saying that "fluff should mean something" you're not just insisting that PC-build mechanics should deliver an outcome that has an ingame meaning, you're saying that [I]there should be no more than one PC-build route[/I] to a given ingame destination. That is a hugely strong constraint that even points-buy systems have trouble delivering on, and that a class + race + feats system almost certainly can't unless - like classic D&D - we are utterly committed to strictly limiting the possible ingame destinations. KM has made his point with reference to vampires, but I can equally make it with reference to paladins - in my game one of the paladins is built as a paladin/Questing Knight/Marshal of Letherna; the other is built as a fighter multi-class cleric/Warpriest/Eternal Defender. These different mechanical paths produce different suites of mechanical capabilities reflecting the two players' different preferences - but each corresponds, in game, to a heavy armour, hard-hitting divinely-empowered defender. Another example from my game is the PC who started as a human wizard multi-class cleric, then retrained to multi-class invoker so he could pick up the Divine Philosopher paragon path, and then - after an ingame resurrection experience - rebuilt as a deva invoker multi-class wizard, who is still a Divine Philosopher and also a Sage of Ages. Some of the skills that the PC originally got from being a human, he now gests from feats. He use to have Thudnerwave as a wizard at-will power, but now has it as a multi-class wizard encounter power. But the PC concept in the fiction hasn't changed; it's just mixing and matching different mechanical elements to best express that fictional concept in a way that best fits with what the player wants to do with the PC. Again, I'm not saying that this sort of flexibility is the only way to go - and of course it requires good design so that a Reaper/Slayer is not landed with redundant and mutually excluding powers, but rather becomes utterly [I]all about[/I] reaping and slaying (a bit like KM's Elvira). I just want to emphasise how much of a constraint is placed on both the game [i]and the underlying fiction that it will have room for[/I] if you go down the path of insisting on no more than one mechanical path to a given fictional destination. Until you tell me more about your design goals and design criteria - in particular in respect of how mechanics and fiction are meant to touch one another - I can't tell what is or isn't lazy. For instance, in the Basic rulebook for Marvel Heroic RP, Spiderman has two power-sets - a spidery one and a web-shooting one. In Civil War, though, which has Spidey in his Stark armouor, the spidery and web-shooting abilities are rolled into a single power set, and a second armour power set is added. Mechanically, this makes Spidey's iconic abilities less important - because on a single roll you can only use one item from a given powerset: so Basic Spidey can use both Wall-Crawling and Webs in the same action, whereas Civil War armoured Spidey has to choose one or the other, but can then also use a Stark armour ability. This isn't lazy design, though - allowing Spidey's abilities to be represented and used mechanically in different ways. It's good design, because it allows the character to be powered up with Stark armour [I]in the fiction[/I] without leading to the game breaking mechanically in play. Letting "gladiator" be a single feat for PC A, but a whole suite of class abilities for PC B, is a way of achieving that same sort of thing in D&D. Unless I've badly misunderstood you we're in agreement, and (hopefully) I've elaborated on your reasoning a bit above. [/QUOTE]
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