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Legends and Lore: Modular Madness
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5643553" data-attributes="member: 82106"><p>It is at this point that I observe this is exactly the 4e design goal. Look at skills. Regardless of what resources you put into them by epic tier you are performing at epic levels of performance in all of them. This was explicit and is intended to allow all characters to perform adequately in most any situation, and mitigate the old "well, you guys don't have anyone with any hope of passing a Streetwise check in the City of Brass, too bad that plot won't work..."</p><p></p><p>There are some people who seem unhappy with that, but it works pretty well and I'm not at all convinced it is a disadvantage in what I'm suggesting.</p><p></p><p> </p><p></p><p>Sounds complicated and you constantly run the danger of simply ruling out my perfectly good character concept because there is some silo in place that you need in order to stop the fighter from being absurdly optimized. It is a brittle design. A strong design will rely on a very few fairly transparent mechanisms that everyone can easily grasp. </p><p> </p><p></p><p></p><p>I'm not sure if most of the issues you refer to are at all closely related to siloing. In fact I would point out that the MAJOR flaw with AD&D was the very fact that it siloed basically EVERYTHING into "you have to be class X and if you are you just get Y" such that a fighter in 1e literally COULD NOT climb a wall, sneak, hide, or even try to open a lock. This was sort of 'mitigated' by giving the magic user access to every possible capability through the mechanism of spells. Seems to me that the siloing broke the system, and 'fixing' it just broke it even more.</p><p></p><p>Now, that isn't a blanket argument against making siloes, just one against making them work like AD&D did. Still, it does illustrate how high the cost can easily be. Certainly every category of resource needs to be available in some fashion to every class, or at least as close to that as feasible. I think adding lots of little restrictions can create the same problem.</p><p></p><p>Overall it is hard to evaluate this kind of thing in the absence of a concrete design anyway.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5643553, member: 82106"] It is at this point that I observe this is exactly the 4e design goal. Look at skills. Regardless of what resources you put into them by epic tier you are performing at epic levels of performance in all of them. This was explicit and is intended to allow all characters to perform adequately in most any situation, and mitigate the old "well, you guys don't have anyone with any hope of passing a Streetwise check in the City of Brass, too bad that plot won't work..." There are some people who seem unhappy with that, but it works pretty well and I'm not at all convinced it is a disadvantage in what I'm suggesting. Sounds complicated and you constantly run the danger of simply ruling out my perfectly good character concept because there is some silo in place that you need in order to stop the fighter from being absurdly optimized. It is a brittle design. A strong design will rely on a very few fairly transparent mechanisms that everyone can easily grasp. I'm not sure if most of the issues you refer to are at all closely related to siloing. In fact I would point out that the MAJOR flaw with AD&D was the very fact that it siloed basically EVERYTHING into "you have to be class X and if you are you just get Y" such that a fighter in 1e literally COULD NOT climb a wall, sneak, hide, or even try to open a lock. This was sort of 'mitigated' by giving the magic user access to every possible capability through the mechanism of spells. Seems to me that the siloing broke the system, and 'fixing' it just broke it even more. Now, that isn't a blanket argument against making siloes, just one against making them work like AD&D did. Still, it does illustrate how high the cost can easily be. Certainly every category of resource needs to be available in some fashion to every class, or at least as close to that as feasible. I think adding lots of little restrictions can create the same problem. Overall it is hard to evaluate this kind of thing in the absence of a concrete design anyway. [/QUOTE]
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