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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Legends & Lore 16 Jan 2012
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<blockquote data-quote="thedmstrikes" data-source="post: 5786737" data-attributes="member: 56834"><p>I would like to comment on the recent discussion of the abilities of the one should be as good as the abilities of the group. I have noticed that for the most part the discussion seems to be centered around 3/4/new edition, but I would like to draw your attention to the original versions. In those versions, character design was limited based on the fact that the game is designed as a group game, not a singleton game. To state the point plainly, the group wins as a whole or loses as a whole (whith obvious exceptions such as single character deaths). The design feature was that a group of PCs with divergent skills would pool their resources to overcome their obstacles. The fact that one PC was not good at everything, or even moderately competant at all things, was part of the design. That is how the group dynamic worked. It was never designed around one PC being good at everyhting and all the others where there to assist his/her triumphs/tragedies. They are all equal partners striving to overcome the puzzles in their path to glory. With the newer version, it is still the same dynamic, just with more options. What a lot of groups fail to do during their character generation is work together beyond the who is what class decisions. If they do, then each character would be the "expert" in whatever skill set they keep up and the others would assist them in their "chance to shine". Does this lead to some characters spending time not being able to contribute much to some situations, of course. That will always happen with a group designed around compensating for each others weaknesses with their own strengths. When groups design characters around essential adventuring skill sets as an individual, they often choose the same skill sets and leave others untouched so that no one can contribute significantly in some situations. This is something I have witnessed with a growing increase of occurance with new groups (I move alot so I get new groups frequently).</p><p> </p><p>I am not here to flame anyone's ideas, just offering differential points of view that may overlooked.</p></blockquote><p></p>
[QUOTE="thedmstrikes, post: 5786737, member: 56834"] I would like to comment on the recent discussion of the abilities of the one should be as good as the abilities of the group. I have noticed that for the most part the discussion seems to be centered around 3/4/new edition, but I would like to draw your attention to the original versions. In those versions, character design was limited based on the fact that the game is designed as a group game, not a singleton game. To state the point plainly, the group wins as a whole or loses as a whole (whith obvious exceptions such as single character deaths). The design feature was that a group of PCs with divergent skills would pool their resources to overcome their obstacles. The fact that one PC was not good at everything, or even moderately competant at all things, was part of the design. That is how the group dynamic worked. It was never designed around one PC being good at everyhting and all the others where there to assist his/her triumphs/tragedies. They are all equal partners striving to overcome the puzzles in their path to glory. With the newer version, it is still the same dynamic, just with more options. What a lot of groups fail to do during their character generation is work together beyond the who is what class decisions. If they do, then each character would be the "expert" in whatever skill set they keep up and the others would assist them in their "chance to shine". Does this lead to some characters spending time not being able to contribute much to some situations, of course. That will always happen with a group designed around compensating for each others weaknesses with their own strengths. When groups design characters around essential adventuring skill sets as an individual, they often choose the same skill sets and leave others untouched so that no one can contribute significantly in some situations. This is something I have witnessed with a growing increase of occurance with new groups (I move alot so I get new groups frequently). I am not here to flame anyone's ideas, just offering differential points of view that may overlooked. [/QUOTE]
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