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*Dungeons & Dragons
On meaningless restrictions
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<blockquote data-quote="Umbran" data-source="post: 7913684" data-attributes="member: 177"><p>But, in each of those cases, that ability is tied to a package - a race, a feat, a background. </p><p></p><p>This is, in fact, a major point of having classes at all. You don't get to take arbitrary combinations of powers - you take them in bundles. You don't, in general, get to have everything you do want, and nothing you don't want.</p><p></p><p>While, I recognize that to many folks this is a bug, as a general design approach, it is a feature in maintaining balance and niches. You don't have to know ahead of time a single specific horrible failure mode to balk at breaking a general design feature.</p><p></p><p>Broadly, if you allow anyone to take any skill, you are strengthening classes that currently have limited lists, and weakening classes that have broad lists. </p><p></p><p>And, say you do that again for weapon proficiencies - again, relatively speaking, you are giving some classes a boost, and other classes are getting tweaked downwards. </p><p></p><p>And, in every step where you remove a current restriction, you are apt to be doing this - giving a boost to some, and depressing others. No single step of these is apt to be so horribly game-breaking as to make anyone recoil in horror, but as you add these together, the results are not apt to be terribly predictable. The law of unintended consequences becomes more likely with each step.</p><p></p><p>So, the question to ask is whether you are actually <em>solving a problem</em> with each such restriction removal. Make sure that the problem is worth the possible unintended consequences.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7913684, member: 177"] But, in each of those cases, that ability is tied to a package - a race, a feat, a background. This is, in fact, a major point of having classes at all. You don't get to take arbitrary combinations of powers - you take them in bundles. You don't, in general, get to have everything you do want, and nothing you don't want. While, I recognize that to many folks this is a bug, as a general design approach, it is a feature in maintaining balance and niches. You don't have to know ahead of time a single specific horrible failure mode to balk at breaking a general design feature. Broadly, if you allow anyone to take any skill, you are strengthening classes that currently have limited lists, and weakening classes that have broad lists. And, say you do that again for weapon proficiencies - again, relatively speaking, you are giving some classes a boost, and other classes are getting tweaked downwards. And, in every step where you remove a current restriction, you are apt to be doing this - giving a boost to some, and depressing others. No single step of these is apt to be so horribly game-breaking as to make anyone recoil in horror, but as you add these together, the results are not apt to be terribly predictable. The law of unintended consequences becomes more likely with each step. So, the question to ask is whether you are actually [I]solving a problem[/I] with each such restriction removal. Make sure that the problem is worth the possible unintended consequences. [/QUOTE]
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