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On Powerful Classes, 1e, and why the Original Gygaxian Gatekeeping Failed
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<blockquote data-quote="Charlaquin" data-source="post: 8253169" data-attributes="member: 6779196"><p>Right, so this context is actually specifically what makes me think rarity was being used as a balance tool. If you just make one character and play it consistently until it dies, having high stat requirements to play the best classes is actually extremely <em>unbalanced.</em> Maybe one person gets lucky (or cheats) and gets a character with advantages on top of advantages and everyone else just kinda has to suck it up. In troupe play, where you’re rolling up lots of characters and might control different characters from session to session, or might have characters acting as henchmen for other characters, rarity actually works as a balancing factor. When you got lucky enough to roll stats eligible for a Paladin, that was, theoretically, THE one Paladin in your stable of characters. And if they died, that was it. That was not a risk you were going to take lightly. No, the lower-stat Fighters would be the ones you’d want to send on the more dangerous missions.</p><p></p><p>In a way, troupe play is the Limited of D&D. The context that more closely resembles the way the designer originally envisioned the game being played, that makes a lot of design decisions make way more sense.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8253169, member: 6779196"] Right, so this context is actually specifically what makes me think rarity was being used as a balance tool. If you just make one character and play it consistently until it dies, having high stat requirements to play the best classes is actually extremely [I]unbalanced.[/I] Maybe one person gets lucky (or cheats) and gets a character with advantages on top of advantages and everyone else just kinda has to suck it up. In troupe play, where you’re rolling up lots of characters and might control different characters from session to session, or might have characters acting as henchmen for other characters, rarity actually works as a balancing factor. When you got lucky enough to roll stats eligible for a Paladin, that was, theoretically, THE one Paladin in your stable of characters. And if they died, that was it. That was not a risk you were going to take lightly. No, the lower-stat Fighters would be the ones you’d want to send on the more dangerous missions. In a way, troupe play is the Limited of D&D. The context that more closely resembles the way the designer originally envisioned the game being played, that makes a lot of design decisions make way more sense. [/QUOTE]
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On Powerful Classes, 1e, and why the Original Gygaxian Gatekeeping Failed
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