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Non choices: must have and wants why someone that hates something must take it
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<blockquote data-quote="Lokiare" data-source="post: 6263167" data-attributes="member: 83996"><p>Looks like they fixed Comprehend Languages then, thanks for pointing that out. I haven't read the entire packet and many of the spells are unchanged.</p><p></p><p>I could say that everytime you mention something from a specific edition, that I question everything you say about it because you were wrong in that one post a long time ago about a specific topic, but I won't because that's assuming you can't be right about anything else on the subject and is logically inconsistent.</p><p></p><p>I disagree with the rest. You almost always have 10 minutes to cast a ritual, especially if you aren't knee deep in some overpopulated monster lair (there are lots of adventures where you are not). If you are delving into a well populated monster lair, most of the time you won't have time to cast normal spells or they have the concentration mechanic meaning if combat starts you are in trouble anyway. So quick cast utility spells are not as useful as you make out.</p><p></p><p>No where does it say every one can hear you chanting or that you have to chant at the top of your lungs to perform a ritual. The main factor for rituals is time and ingredients, not noise.</p><p></p><p></p><p></p><p>I thought I was pretty clear in the post you quoted, but in case I wasn't:</p><p></p><p>The player should be the one to make the decision on how to allocate character resources for each pillar at creation and level up. If the player wants to create a 'do nothing but combat' Fighter they should have the options to do so. If they want to create a 'good at combat, but swashbuckling charismatic sailor' they should be able to do that too, via choices at character creation and level up.</p><p></p><p>The default should be close to even in all three pillars, then players can choose to deviate from there. Templates could even be created that allow them to quickly pick a character type that adheres to one or two pillars and ignores the remaining pillars. However at all times it should be the players choice and not the games choice. You should never hear "Well, I want to play a Fighter so I guess I'm only good in combat and can't do anything in the social or exploration pillars." That should just not happen, instead we should hear: "Well, I want to play a Fighter so I guess I need to pick these options to be good at the <combat/social/exploration> pillar."</p><p></p><p></p><p></p><p>I think there should be defaults to and I also think the defaults shouldn't stray too far from the 33% in each pillar paradigm. Where I disagree is that players should be able to go 0% in one pillar in order to go 66% in another. It should be up to them.</p><p></p><p></p><p></p><p>I'd rather it not be silo'd off into an optional module. I have a feeling those are going to not be very well tested or make very large changes to the game. It should be designed into the default game so that it can be fully tested before release.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6263167, member: 83996"] Looks like they fixed Comprehend Languages then, thanks for pointing that out. I haven't read the entire packet and many of the spells are unchanged. I could say that everytime you mention something from a specific edition, that I question everything you say about it because you were wrong in that one post a long time ago about a specific topic, but I won't because that's assuming you can't be right about anything else on the subject and is logically inconsistent. I disagree with the rest. You almost always have 10 minutes to cast a ritual, especially if you aren't knee deep in some overpopulated monster lair (there are lots of adventures where you are not). If you are delving into a well populated monster lair, most of the time you won't have time to cast normal spells or they have the concentration mechanic meaning if combat starts you are in trouble anyway. So quick cast utility spells are not as useful as you make out. No where does it say every one can hear you chanting or that you have to chant at the top of your lungs to perform a ritual. The main factor for rituals is time and ingredients, not noise. I thought I was pretty clear in the post you quoted, but in case I wasn't: The player should be the one to make the decision on how to allocate character resources for each pillar at creation and level up. If the player wants to create a 'do nothing but combat' Fighter they should have the options to do so. If they want to create a 'good at combat, but swashbuckling charismatic sailor' they should be able to do that too, via choices at character creation and level up. The default should be close to even in all three pillars, then players can choose to deviate from there. Templates could even be created that allow them to quickly pick a character type that adheres to one or two pillars and ignores the remaining pillars. However at all times it should be the players choice and not the games choice. You should never hear "Well, I want to play a Fighter so I guess I'm only good in combat and can't do anything in the social or exploration pillars." That should just not happen, instead we should hear: "Well, I want to play a Fighter so I guess I need to pick these options to be good at the <combat/social/exploration> pillar." I think there should be defaults to and I also think the defaults shouldn't stray too far from the 33% in each pillar paradigm. Where I disagree is that players should be able to go 0% in one pillar in order to go 66% in another. It should be up to them. I'd rather it not be silo'd off into an optional module. I have a feeling those are going to not be very well tested or make very large changes to the game. It should be designed into the default game so that it can be fully tested before release. [/QUOTE]
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