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Legends and Lore: Modular Madness
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5644485" data-attributes="member: 82106"><p>Hmmmmm, not sure this is necessarily true. Could be a point of further discussion.</p><p></p><p></p><p></p><p>4e accomplished this last point pretty easily, just add 1/2 level to every skill and focus pretty much all task resolution on skills (and combat is really just a slightly more elaborated variation of the opposed check mechanic).</p><p></p><p>So, the issue with 4e is simply that because the game is focused around the combat activity to organize character concept/role you are motivated to add to your combat capability, but I'm not sure actually that this is a truth that must be absolute. Certainly if you used Diminishing Returns it would still be TRUE, but the two things would offset each other if it were properly implemented.</p><p></p><p>My motivation here is that hard siloing with keywords or explicit siloes of any sort is a 'big stick' approach. In some ways it is NICE that you can't be a useless lump in combat, but is that really so vital it has to be forced? I'd think the better approach would be to make it the easy way to do things, and provide good strong build support so you can simply start with a workable character and customize if you want. Something similar to an E-class character, then if you REALLY want a wallflower you can craft one.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5644485, member: 82106"] Hmmmmm, not sure this is necessarily true. Could be a point of further discussion. 4e accomplished this last point pretty easily, just add 1/2 level to every skill and focus pretty much all task resolution on skills (and combat is really just a slightly more elaborated variation of the opposed check mechanic). So, the issue with 4e is simply that because the game is focused around the combat activity to organize character concept/role you are motivated to add to your combat capability, but I'm not sure actually that this is a truth that must be absolute. Certainly if you used Diminishing Returns it would still be TRUE, but the two things would offset each other if it were properly implemented. My motivation here is that hard siloing with keywords or explicit siloes of any sort is a 'big stick' approach. In some ways it is NICE that you can't be a useless lump in combat, but is that really so vital it has to be forced? I'd think the better approach would be to make it the easy way to do things, and provide good strong build support so you can simply start with a workable character and customize if you want. Something similar to an E-class character, then if you REALLY want a wallflower you can craft one. [/QUOTE]
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