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Mid-level Versatility
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<blockquote data-quote="SailorNash" data-source="post: 6717591" data-attributes="member: 6788401"><p>Agreed. Meaningful choices and opportunity cost are part of the system. But the flip side of that, saying that all characters have to be one-dimensional, isn't exactly a selling point.</p><p></p><p>Using Wolverine as the perfect counter-example, try and recall just how useless he was in the '90s cartoon. His only real power, outside of his superhuman popularity, was his ability to slice people in half. Not something you can do on kids' TV. So looking back, mostly he just growled a lot and made impromptu doors for lack of anything better to do.</p><p></p><p>Nobody wants to be that guy. Somebody sitting at the table, kind of excluded until (in this case) combat were to start. Or during a puzzle, they only have a weapon so they only can try to hit things. There's a perfectly good door to be used, but you have the ability to make holes in stuff so you're going to force ways to use that whenever you can because that's all you've got.</p><p></p><p>Contrast this with Mystique, or any of the telepaths, who also focused on their "one thing" but had a broad enough spread that they could always do something to meddle with the plot. (Magnetism would probably be included here as well, if it weren't the gimmick of the Big Bad who was a much higher power level anyway.)</p><p></p><p>In D&D terms, it's a matter of seeing how useful things are in practice versus how good they appear on paper. Some people adore Stealth as it opens up the ability for assassinations, thievery, covert ops of any kind. Others find it annoying - since you can't suddenly break away for a solo infiltration campaign, it becomes a skill tax as not to blow the entire party's cover or is reduced to the ability to look 30 feet ahead of everyone else and allow them to extend their vision a bit. Part of it depends on mechanics, partly on DM and group dynamics, and partly on playstyle.</p><p></p><p>TL;DR: I can build a Tank or a Healer, a melee guy or a caster guy, whatever. That's easy enough. But I then look at the sheet and think I'll probably get bored of hitting things with the same stick five levels from now. So it might be worth optimizing for variety rather than sheer DPS. Anyone else get stuck in a similar rut?</p></blockquote><p></p>
[QUOTE="SailorNash, post: 6717591, member: 6788401"] Agreed. Meaningful choices and opportunity cost are part of the system. But the flip side of that, saying that all characters have to be one-dimensional, isn't exactly a selling point. Using Wolverine as the perfect counter-example, try and recall just how useless he was in the '90s cartoon. His only real power, outside of his superhuman popularity, was his ability to slice people in half. Not something you can do on kids' TV. So looking back, mostly he just growled a lot and made impromptu doors for lack of anything better to do. Nobody wants to be that guy. Somebody sitting at the table, kind of excluded until (in this case) combat were to start. Or during a puzzle, they only have a weapon so they only can try to hit things. There's a perfectly good door to be used, but you have the ability to make holes in stuff so you're going to force ways to use that whenever you can because that's all you've got. Contrast this with Mystique, or any of the telepaths, who also focused on their "one thing" but had a broad enough spread that they could always do something to meddle with the plot. (Magnetism would probably be included here as well, if it weren't the gimmick of the Big Bad who was a much higher power level anyway.) In D&D terms, it's a matter of seeing how useful things are in practice versus how good they appear on paper. Some people adore Stealth as it opens up the ability for assassinations, thievery, covert ops of any kind. Others find it annoying - since you can't suddenly break away for a solo infiltration campaign, it becomes a skill tax as not to blow the entire party's cover or is reduced to the ability to look 30 feet ahead of everyone else and allow them to extend their vision a bit. Part of it depends on mechanics, partly on DM and group dynamics, and partly on playstyle. TL;DR: I can build a Tank or a Healer, a melee guy or a caster guy, whatever. That's easy enough. But I then look at the sheet and think I'll probably get bored of hitting things with the same stick five levels from now. So it might be worth optimizing for variety rather than sheer DPS. Anyone else get stuck in a similar rut? [/QUOTE]
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