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<blockquote data-quote="Li Shenron" data-source="post: 6044792" data-attributes="member: 1465"><p>You make it sound like a bad thing, but it's not. It's normal to send the Rogue scouting or looking for traps, just like it's normal to send the charismatic Bard to talk it out with the guards, or the Fighter to the front line soaking up the monster's attacks and so on.</p><p></p><p></p><p></p><p>This is good, but in fact this doesn't sound like siloing to me!</p><p></p><p>This is more like making sure that there is a limit to specializing. I don't like one-trick-ponies just as I don't like jack-of-all trades, I like characters who are in between, neither "flat" nor "spikey". </p><p></p><p>I think there is some room for depth too, maybe less than before due to the bounded accuracy principle.</p><p></p><p>But having <em>also </em>freedom of choice to give up some breadth for depth is VERY helpful to players who aren't that good with resource management or problem solving, because it means that by giving them a more "narrow" character they have an easier time playing, and I think it's fair to increase their numbers a bit in that case.</p><p></p><p>Some reasonable limit must apply, and certainly I don't like seeing this exploited like min-maxing. The "depth" can be made expensive enough to discourage this a bit, just like a point-buy system for ability scores has progressively high costs for high scores.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6044792, member: 1465"] You make it sound like a bad thing, but it's not. It's normal to send the Rogue scouting or looking for traps, just like it's normal to send the charismatic Bard to talk it out with the guards, or the Fighter to the front line soaking up the monster's attacks and so on. This is good, but in fact this doesn't sound like siloing to me! This is more like making sure that there is a limit to specializing. I don't like one-trick-ponies just as I don't like jack-of-all trades, I like characters who are in between, neither "flat" nor "spikey". I think there is some room for depth too, maybe less than before due to the bounded accuracy principle. But having [I]also [/I]freedom of choice to give up some breadth for depth is VERY helpful to players who aren't that good with resource management or problem solving, because it means that by giving them a more "narrow" character they have an easier time playing, and I think it's fair to increase their numbers a bit in that case. Some reasonable limit must apply, and certainly I don't like seeing this exploited like min-maxing. The "depth" can be made expensive enough to discourage this a bit, just like a point-buy system for ability scores has progressively high costs for high scores. [/QUOTE]
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