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General Tabletop Discussion
*Pathfinder & Starfinder
"Metadesign Principles of D&D"
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<blockquote data-quote="Herremann the Wise" data-source="post: 2895414" data-attributes="member: 11300"><p>The following are more M:tG principles but I have seen their influence in 3rd ed.</p><p></p><p>For every offense possible, there should be an available defence to counterbalance the offense.</p><p>If one source says that something can happen, and another source says that it cannot, the source that says it cannot happen should take precedence.</p><p></p><p>However, I think they have done well in not making these overly explicit, but more a subtle "meta" principle standing behind the rules as a design philosophy. It is also worth saying that such principles are not universal. For example, the improved trip feat most certainly does not have a simple counterbalance. An improved sundering and enlarged dwarf is neither simple nor overly effective against a dedicated tripper. In the end, it is more the province and catch-all of magic to eventually have the last word in nullifying difficult opponents. Perhaps this is the greatest meta-principle of all; so that no matter how "broken a particular skill/feat/ability/spell/opponent may be, a group of adventurers with a diverse range of magic and skills at their disposal will most likely surmount any challenge.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 2895414, member: 11300"] The following are more M:tG principles but I have seen their influence in 3rd ed. For every offense possible, there should be an available defence to counterbalance the offense. If one source says that something can happen, and another source says that it cannot, the source that says it cannot happen should take precedence. However, I think they have done well in not making these overly explicit, but more a subtle "meta" principle standing behind the rules as a design philosophy. It is also worth saying that such principles are not universal. For example, the improved trip feat most certainly does not have a simple counterbalance. An improved sundering and enlarged dwarf is neither simple nor overly effective against a dedicated tripper. In the end, it is more the province and catch-all of magic to eventually have the last word in nullifying difficult opponents. Perhaps this is the greatest meta-principle of all; so that no matter how "broken a particular skill/feat/ability/spell/opponent may be, a group of adventurers with a diverse range of magic and skills at their disposal will most likely surmount any challenge. Best Regards Herremann the Wise [/QUOTE]
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