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Legends and Lore - The Genius of D&D
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<blockquote data-quote="Mark CMG" data-source="post: 5791290" data-attributes="member: 10479"><p>From my own solution. It is a system I've been building and will be OGL, so whether or not WotC would want to import some of it is moot unless they adopt the OGL for their own efforts moving forward. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p></p><p></p><p>Indeed. Treating Ability Scores as mere mechanical functions of a game system can lead to exactly what you describe, however if they are treated as part and parcel of character background and the root of advancement going forward based on in-game narrative choices made by the players, they are the essence of flavor.</p><p></p><p></p><p></p><p></p><p></p><p>Classes can work in a game where one doesn't mind a certain amount of homogenization from character to character, but when someone wants games where characters are primarily individuals, they tend to restrict that creation process.</p><p></p><p></p><p></p><p></p><p></p><p>Depends on how much the system supports individual choice and engenders growth of character through gameplay rather than merely holding out mechanical benefits as the primary goal of play.</p><p></p><p></p><p></p><p></p><p></p><p>I prefer to think that there can be many meaningful choices and that each is supported through character growth within the game leading to a more immersive overall gaming experience due to a greater investment in character creation and advancement.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5791290, member: 10479"] From my own solution. It is a system I've been building and will be OGL, so whether or not WotC would want to import some of it is moot unless they adopt the OGL for their own efforts moving forward. ;) Indeed. Treating Ability Scores as mere mechanical functions of a game system can lead to exactly what you describe, however if they are treated as part and parcel of character background and the root of advancement going forward based on in-game narrative choices made by the players, they are the essence of flavor. Classes can work in a game where one doesn't mind a certain amount of homogenization from character to character, but when someone wants games where characters are primarily individuals, they tend to restrict that creation process. Depends on how much the system supports individual choice and engenders growth of character through gameplay rather than merely holding out mechanical benefits as the primary goal of play. I prefer to think that there can be many meaningful choices and that each is supported through character growth within the game leading to a more immersive overall gaming experience due to a greater investment in character creation and advancement. [/QUOTE]
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