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Martial Characters vs Real World Athletes
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<blockquote data-quote="TwoSix" data-source="post: 6386389" data-attributes="member: 205"><p>Yea, I'm pretty much on the same wavelength. My concerns have gradually evolved into regarding trad-style games, indie-style games, and the dispersion of authority between GMs and players as a toolbox, with different methods utilized to facilitate play for different systems and different players. If the game hits a rough patch, one can dig into the toolbox to find a method to make the game better and more pointed to the desired style of the table as an aggregate.</p><p></p><p>Additionally, at this point 5e has drained a lot of the juice from the casters vs non-casters debate, at least as it fits my preferences. While I do think casters are still superior, the delta between them has been lowered to a point that I find acceptable. I do wish for more fiat abilities and narrative control for fighters (rogues actually do have some, at least at higher levels), but that's something that can be handled by additional subclasses. </p><p></p><p>What I've discovered through indie-play is that my primary desire is to always drive play towards conflict. Eliminating set-pieces designed to showcase world design or verisimilitude has helped my DMing even in Trad games, and I've found techniques to drive play towards conflict even as a player. (Framing decisions as "I'm accomplishing X, tell me why I can't" rather than "Can I try to do this" has been super effective at getting the DM to focus on the immediate consequences of play.)</p><p></p><p></p><p>I'm hopeful you'll give 5e at least a perusal so you have a reason to stick around.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6386389, member: 205"] Yea, I'm pretty much on the same wavelength. My concerns have gradually evolved into regarding trad-style games, indie-style games, and the dispersion of authority between GMs and players as a toolbox, with different methods utilized to facilitate play for different systems and different players. If the game hits a rough patch, one can dig into the toolbox to find a method to make the game better and more pointed to the desired style of the table as an aggregate. Additionally, at this point 5e has drained a lot of the juice from the casters vs non-casters debate, at least as it fits my preferences. While I do think casters are still superior, the delta between them has been lowered to a point that I find acceptable. I do wish for more fiat abilities and narrative control for fighters (rogues actually do have some, at least at higher levels), but that's something that can be handled by additional subclasses. What I've discovered through indie-play is that my primary desire is to always drive play towards conflict. Eliminating set-pieces designed to showcase world design or verisimilitude has helped my DMing even in Trad games, and I've found techniques to drive play towards conflict even as a player. (Framing decisions as "I'm accomplishing X, tell me why I can't" rather than "Can I try to do this" has been super effective at getting the DM to focus on the immediate consequences of play.) I'm hopeful you'll give 5e at least a perusal so you have a reason to stick around. [/QUOTE]
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