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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="Kobold Stew" data-source="post: 6264088" data-attributes="member: 23484"><p>I'll take that bet. </p><p></p><p>Trimming the sails, plotting a course, running the tides, discerning the weather, rationing resources, noticing the ship following you on the horizon would all be Wisdom or Intelligence checks.</p><p></p><p>Maintaining good order among the crew, swinging into battle ostentatiously along a rope might be Charisma checks.</p><p></p><p>Holding the sails in position throughout a storm, staying awake during a watch might be Constitution. </p><p></p><p>Those are all more or less mundane examples. Previous versions of the skill rules represented the diversity from professions better, I feel. But who knows what the final package will hold? </p><p></p><p></p><p></p><p>Which is why <a href="http://www.enworld.org/forum/showthread.php?352850-Non-choices-must-have-and-wants-why-someone-that-hates-something-must-take-it/page14&p=6263724&viewfull=1#post6263724" target="_blank">the post immediately after you indicated which documents you were reading</a>, I gave you a specific page and column number. </p><p></p><p></p><p></p><p>This was my point; we agree.</p><p></p><p></p><p></p><p>Sure, we "can" -- just as we "can" call it a rapier. Let the player decide! There's no one right answer: the player has a concept, and decides for herself whether short sword or rapier fits that concept. My point is you do not need to straightjacket your case. </p><p></p><p></p><p></p><p>So we're moving on now? We agree that swashbuckler is viable? Good. </p><p></p><p>You are right that "the light armoured fighter that has to use strength" is going to be less effective than one that can use Dex. I might question whether that's an archetype, but you've defined your case so that it's not even a question. </p><p></p><p>The Rogue who <em>has to</em> use Intelligence (e.g. "Gentleman Thief") or the Mage who <em>has to</em> use Constitution ("not really an archetype but it my <em>concept</em>") are also less effective than some alternatives. That proves nothing.</p><p></p><p></p><p></p><p>You've presented hypothetical cases. What about your play experience? Have you played or DM'd fighters that have died? Were their builds optimized or not? What did you learn from that experience? </p><p></p><p>What I've learned (relevant to the subject of the thread) is that a diversity of builds are equally effective, and that the system lets me create a more diverse level-1 character than any previous system (using core materials). That's what excites me -- the fact that apparently suboptimal builds can work just fine. When characters die, it's not because they were poorly built, but that bounded accuracy means a lucky roll or two will hurt anyone, optimized or not.</p><p></p><p>And when I've run sessions, it's shown me that players get jazzed and pick up nuances in their characters that help create immersive rp in a way I've not seen before. I've seen better and worse characters die, but death has on the whole been pretty low. (That's just an observation, and may or may not be typical).</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6264088, member: 23484"] I'll take that bet. Trimming the sails, plotting a course, running the tides, discerning the weather, rationing resources, noticing the ship following you on the horizon would all be Wisdom or Intelligence checks. Maintaining good order among the crew, swinging into battle ostentatiously along a rope might be Charisma checks. Holding the sails in position throughout a storm, staying awake during a watch might be Constitution. Those are all more or less mundane examples. Previous versions of the skill rules represented the diversity from professions better, I feel. But who knows what the final package will hold? Which is why [URL="http://www.enworld.org/forum/showthread.php?352850-Non-choices-must-have-and-wants-why-someone-that-hates-something-must-take-it/page14&p=6263724&viewfull=1#post6263724"]the post immediately after you indicated which documents you were reading[/URL], I gave you a specific page and column number. This was my point; we agree. Sure, we "can" -- just as we "can" call it a rapier. Let the player decide! There's no one right answer: the player has a concept, and decides for herself whether short sword or rapier fits that concept. My point is you do not need to straightjacket your case. So we're moving on now? We agree that swashbuckler is viable? Good. You are right that "the light armoured fighter that has to use strength" is going to be less effective than one that can use Dex. I might question whether that's an archetype, but you've defined your case so that it's not even a question. The Rogue who [I]has to[/I] use Intelligence (e.g. "Gentleman Thief") or the Mage who [I]has to[/I] use Constitution ("not really an archetype but it my [I]concept[/I]") are also less effective than some alternatives. That proves nothing. You've presented hypothetical cases. What about your play experience? Have you played or DM'd fighters that have died? Were their builds optimized or not? What did you learn from that experience? What I've learned (relevant to the subject of the thread) is that a diversity of builds are equally effective, and that the system lets me create a more diverse level-1 character than any previous system (using core materials). That's what excites me -- the fact that apparently suboptimal builds can work just fine. When characters die, it's not because they were poorly built, but that bounded accuracy means a lucky roll or two will hurt anyone, optimized or not. And when I've run sessions, it's shown me that players get jazzed and pick up nuances in their characters that help create immersive rp in a way I've not seen before. I've seen better and worse characters die, but death has on the whole been pretty low. (That's just an observation, and may or may not be typical). [/QUOTE]
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