Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore: Modular Madness
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5643518" data-attributes="member: 54877"><p>I think silos are also useful in preventing totally gimped characters for beginners. You don't always get that with diminishing returns. Also, there is a certain amount of diminishing returns inherent in silos if you have picks from a diminishing list and stacking restrictions too. I like my diminishing returns a bit more elegant than something like GURPS 3E exponentially increasing skill costs, because it plays all kinds of monkey business with scaling over different power levels (i.e. once a guy can afford his "epic" stuff in his main gig, he can afford "almost epic" in everything else) and complicates calculating what a character can get.</p><p> </p><p>But yeah, silos are not the answer by themselves. A good mix of silo/non-silo, careful selection of lists, stack restrictions, diminishing returns, etc. are the way to go.</p><p> </p><p>And really, I'll just throw out the idea that perhaps almost all of the "design issues" in versions of D&D--both when designing and when communicating/understanding the intended design--have been ultimately failures to put things in the correct conceptual box. Not infrequently, this has been aided by bad labeling or fluff that didn't match the intended use or purpose.</p><p> </p><p>1E and earlier gets somewhat off a pass, because you can tell that a lot of it was made up as they went, and they were flying wild. If "cure light wounds" was really "restore luck/morale/fatigue/health"--well, they knew what they meant, and it was one of those things you had to come to terms with. But by now, I'd think the label and fluff for everything needs to be on the table for discussion.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5643518, member: 54877"] I think silos are also useful in preventing totally gimped characters for beginners. You don't always get that with diminishing returns. Also, there is a certain amount of diminishing returns inherent in silos if you have picks from a diminishing list and stacking restrictions too. I like my diminishing returns a bit more elegant than something like GURPS 3E exponentially increasing skill costs, because it plays all kinds of monkey business with scaling over different power levels (i.e. once a guy can afford his "epic" stuff in his main gig, he can afford "almost epic" in everything else) and complicates calculating what a character can get. But yeah, silos are not the answer by themselves. A good mix of silo/non-silo, careful selection of lists, stack restrictions, diminishing returns, etc. are the way to go. And really, I'll just throw out the idea that perhaps almost all of the "design issues" in versions of D&D--both when designing and when communicating/understanding the intended design--have been ultimately failures to put things in the correct conceptual box. Not infrequently, this has been aided by bad labeling or fluff that didn't match the intended use or purpose. 1E and earlier gets somewhat off a pass, because you can tell that a lot of it was made up as they went, and they were flying wild. If "cure light wounds" was really "restore luck/morale/fatigue/health"--well, they knew what they meant, and it was one of those things you had to come to terms with. But by now, I'd think the label and fluff for everything needs to be on the table for discussion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore: Modular Madness
Top