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My "Perfect D&D" Would Include...
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<blockquote data-quote="Pedantic" data-source="post: 8899604" data-attributes="member: 6690965"><p>I absolutely want that list. So that at level 16, when I have taken a series of abilities that let me consistently make the climb checks to cling to a vertical surface and move my full speed, I can make confident, declarative statements about how I solve problems.</p><p></p><p>The challenge shouldn't be "make a climb check" the challenge should be "get to this idol floating in the middle of the lava lake" and the climbing is a tool a player might choose to use. I want that decision to matter, in a way that "this is a level 15 challenge, you're using climb, okay, you could describe that as clinging to the ceiling" can't handle. I want to pick climbing not because it's narratively interesting but because I think it's the optimal solution, and is a better choice than something else I could have done.</p><p></p><p>This is important because it is in opposition to a narrative understanding of challenge, and produces gameplay that cannot be achieved in a game that uses a relative method or narrative method to resolve skill checks. Either the game is designed with that kind of player facing challenge in mind, or it isn't.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8899604, member: 6690965"] I absolutely want that list. So that at level 16, when I have taken a series of abilities that let me consistently make the climb checks to cling to a vertical surface and move my full speed, I can make confident, declarative statements about how I solve problems. The challenge shouldn't be "make a climb check" the challenge should be "get to this idol floating in the middle of the lava lake" and the climbing is a tool a player might choose to use. I want that decision to matter, in a way that "this is a level 15 challenge, you're using climb, okay, you could describe that as clinging to the ceiling" can't handle. I want to pick climbing not because it's narratively interesting but because I think it's the optimal solution, and is a better choice than something else I could have done. This is important because it is in opposition to a narrative understanding of challenge, and produces gameplay that cannot be achieved in a game that uses a relative method or narrative method to resolve skill checks. Either the game is designed with that kind of player facing challenge in mind, or it isn't. [/QUOTE]
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