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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Alzrius" data-source="post: 6150101" data-attributes="member: 8461"><p>I personally agree with this, though I suspect that there's a sizeable contingent of players who are happy with just such an action. It's worth noting that, for this, the difference between refluffing and reskinning becomes an issue depending on how magic is treated by the game rules.</p><p></p><p></p><p></p><p>Again, I agree here, but I suspect that there's only so far that the rules can go in this particular area. One such mechanism for this is a universal mechanic that can be implemented for whatever a player wants to attempt (e.g. something like "action points" that can be evoked every so often for a wide variety of effects), though those might be too homogenous (in helping to distinguish each class in-and-of themselves, if not in each specific use) to really drive home the differences in class, not to mention issues of dissociation (again, as a whole, not for each use - why can't you pull off incredible non-magical stunt X after your action points have run out?).</p><p></p><p>Having said that, if we accept that some classes will have options that are not only different in various narrative circumstances, but that some will have a greater breadth of options (even without getting into issues of how effective those options are), that's going to lead to "scene imbalance" between classes that can only be corrected by utilizing multiple play-styles in the course of the game fairly regularly. Even blanket statements like "combat is more central than other narratives" are fairly broad generalizations that don't help very much. Given that, at some point it's going to be up to the GM, and not the rules, to make sure that the characters are in a position to exercise their options in different narrative areas with some degree of regularity (though not predictability).</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6150101, member: 8461"] I personally agree with this, though I suspect that there's a sizeable contingent of players who are happy with just such an action. It's worth noting that, for this, the difference between refluffing and reskinning becomes an issue depending on how magic is treated by the game rules. Again, I agree here, but I suspect that there's only so far that the rules can go in this particular area. One such mechanism for this is a universal mechanic that can be implemented for whatever a player wants to attempt (e.g. something like "action points" that can be evoked every so often for a wide variety of effects), though those might be too homogenous (in helping to distinguish each class in-and-of themselves, if not in each specific use) to really drive home the differences in class, not to mention issues of dissociation (again, as a whole, not for each use - why can't you pull off incredible non-magical stunt X after your action points have run out?). Having said that, if we accept that some classes will have options that are not only different in various narrative circumstances, but that some will have a greater breadth of options (even without getting into issues of how effective those options are), that's going to lead to "scene imbalance" between classes that can only be corrected by utilizing multiple play-styles in the course of the game fairly regularly. Even blanket statements like "combat is more central than other narratives" are fairly broad generalizations that don't help very much. Given that, at some point it's going to be up to the GM, and not the rules, to make sure that the characters are in a position to exercise their options in different narrative areas with some degree of regularity (though not predictability). [/QUOTE]
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