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Legends and Lore - The Genius of D&D
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<blockquote data-quote="TwinBahamut" data-source="post: 5791263" data-attributes="member: 32536"><p>...a ten level system? Where did that come from? You didn't mention it in the post I responded to. And you have such clear terminology for it and such a lot of glittering generalities. Honestly, it sounds more like you are trying to sell us some personal ruleset rather than actually argue for what might work or not work for the next edition of D&D. Anyways, arguing that your system is beautiful and perfect is pointless when you have not even clearly explained it. I can't make heads or tails of what you actually mean by phrases like "tied to their own narrative".</p><p></p><p>Anyways, there are a lot of reasons for me to dislike a system like you describe. For one, it seems to be heavily built upon Ability Scores, which I consider to be the most boringly mechanical and least flavorful of any aspect of a D&D character. Honestly, while I've argued that D&D can never separate itself from ability scores (because they are a rare, genuine sacred cow), I consider ability scores to be a negative source of pointless problems in D&D, rather than a useful tool for the game.</p><p></p><p>Also, you seem to hold some form of "free form" character development to be an ideal, but I don't. Classes work. They can be a source of inspiration, they help simplify choices, they enable a wide variety of mechanics without bloat, and they let designers focus on making popular archetypes work well. In a classless system, flavorlessness becomes a huge issue, and the stated advantage of letting people play anything they want is almost always a pipe dream. The reality is that you only can play a much more limited range of stuff than a class system with any degree of effectiveness, and even then it is more trouble than it is worth.</p><p></p><p>Generally, I think it is always better to make a small number of very meaningful choices (like race and class), rather than to make a lot of little choices.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5791263, member: 32536"] ...a ten level system? Where did that come from? You didn't mention it in the post I responded to. And you have such clear terminology for it and such a lot of glittering generalities. Honestly, it sounds more like you are trying to sell us some personal ruleset rather than actually argue for what might work or not work for the next edition of D&D. Anyways, arguing that your system is beautiful and perfect is pointless when you have not even clearly explained it. I can't make heads or tails of what you actually mean by phrases like "tied to their own narrative". Anyways, there are a lot of reasons for me to dislike a system like you describe. For one, it seems to be heavily built upon Ability Scores, which I consider to be the most boringly mechanical and least flavorful of any aspect of a D&D character. Honestly, while I've argued that D&D can never separate itself from ability scores (because they are a rare, genuine sacred cow), I consider ability scores to be a negative source of pointless problems in D&D, rather than a useful tool for the game. Also, you seem to hold some form of "free form" character development to be an ideal, but I don't. Classes work. They can be a source of inspiration, they help simplify choices, they enable a wide variety of mechanics without bloat, and they let designers focus on making popular archetypes work well. In a classless system, flavorlessness becomes a huge issue, and the stated advantage of letting people play anything they want is almost always a pipe dream. The reality is that you only can play a much more limited range of stuff than a class system with any degree of effectiveness, and even then it is more trouble than it is worth. Generally, I think it is always better to make a small number of very meaningful choices (like race and class), rather than to make a lot of little choices. [/QUOTE]
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