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Mearls on Balance in D&D
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<blockquote data-quote="JohnSnow" data-source="post: 3383716" data-attributes="member: 32164"><p>It's the "plus a few more things" that's the core of the debate here. Since people were advocating the viability of "disguise yourselves as baby giants" plans, I had assumed (perhaps incorrectly) that you and those who share your opinion long for the days when D&D had no skill rules. Back then, almost everything your PC could do was determined by the player's creativity and the DM's ability to handle "out-of-the-box" plans.</p><p></p><p></p><p></p><p>I didn't say it would. I admit that INT would continue to get points for characters who want skill points, though personally, I never have enough skill points. But that's probably because I insist on putting skill points into bluff, sense motive, and all those other "unnecessary" roleplaying skills.</p><p></p><p></p><p></p><p>If common sense were common, there'd be no point in a game with rules at all. Everyone would just agree that a particular situation can be resolved X way, and that's that. But what you're talking about is coming up with a rule to cover a situation on the fly. That's game design, whether you believe it or not. And if the rule is used consistently, then congratulations, you've just created a houserule. </p><p></p><p>Personally, I prefer solid skill rules that an experienced DM can choose to alter, <em>once he's familiar enough with the system.</em> So I'm busting your bust. I am a DM who prefers modifying a comprehensive rule system to coming up with new rules on the fly. </p><p></p><p> </p><p></p><p>Let's see. Consider two statements that one might have seen on a message board or on the letters pages of <em>Dragon</em> magazine:</p><p></p><p>1) "I want my players to ROLEPLAY at the table. I just wish they'd get more involved in the character interactions."</p><p></p><p>2) "All of my players are min-maxers!! They spend all of their points on the stats that benefit them in combat! This whole 'designing' for a 'build' paradigm sucks! The only character in my group with a charisma over 8 is the cleric (for the turn bonus). The fighter is a former mercenary captain, but he has a charisma of 8? What the hell!? Whatever happened to creating a personality?"</p><p></p><p>Would you say that:</p><p></p><p>A. 1 is a statement often made by the "roleplaying over rollplaying" crowd.</p><p>B. 2 is a statement often made by the "roleplaying over rollplaying" crowd.</p><p>C. A but not B.</p><p>D. B but not A.</p><p>E. A & B</p><p>F. Neither A nor B.</p><p></p><p>Personally, I think it's E. I think a lot of people would agree with me. And that's where I'm coming from. Do you disagree?</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3383716, member: 32164"] It's the "plus a few more things" that's the core of the debate here. Since people were advocating the viability of "disguise yourselves as baby giants" plans, I had assumed (perhaps incorrectly) that you and those who share your opinion long for the days when D&D had no skill rules. Back then, almost everything your PC could do was determined by the player's creativity and the DM's ability to handle "out-of-the-box" plans. I didn't say it would. I admit that INT would continue to get points for characters who want skill points, though personally, I never have enough skill points. But that's probably because I insist on putting skill points into bluff, sense motive, and all those other "unnecessary" roleplaying skills. If common sense were common, there'd be no point in a game with rules at all. Everyone would just agree that a particular situation can be resolved X way, and that's that. But what you're talking about is coming up with a rule to cover a situation on the fly. That's game design, whether you believe it or not. And if the rule is used consistently, then congratulations, you've just created a houserule. Personally, I prefer solid skill rules that an experienced DM can choose to alter, [i]once he's familiar enough with the system.[/i] So I'm busting your bust. I am a DM who prefers modifying a comprehensive rule system to coming up with new rules on the fly. Let's see. Consider two statements that one might have seen on a message board or on the letters pages of [i]Dragon[/i] magazine: 1) "I want my players to ROLEPLAY at the table. I just wish they'd get more involved in the character interactions." 2) "All of my players are min-maxers!! They spend all of their points on the stats that benefit them in combat! This whole 'designing' for a 'build' paradigm sucks! The only character in my group with a charisma over 8 is the cleric (for the turn bonus). The fighter is a former mercenary captain, but he has a charisma of 8? What the hell!? Whatever happened to creating a personality?" Would you say that: A. 1 is a statement often made by the "roleplaying over rollplaying" crowd. B. 2 is a statement often made by the "roleplaying over rollplaying" crowd. C. A but not B. D. B but not A. E. A & B F. Neither A nor B. Personally, I think it's E. I think a lot of people would agree with me. And that's where I'm coming from. Do you disagree? [/QUOTE]
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