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General Tabletop Discussion
*Dungeons & Dragons
Playstyle vs Mechanics
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<blockquote data-quote="payn" data-source="post: 9525855" data-attributes="member: 90374"><p>All solid signs of a skill play focus. Nothing wrong with that, but a lot of players felt exhausted by it. Every corner has some type of trap that will sap your strength, destroy your gear, or just straight up kill the PC. There isnt a moment to just explore or god forbid kick in the door and mop the floor with the baddies. Also, some folks prefer the challenges in other aspects such as decisions that impact the setting and factions over time which is hard to accomplish if the PC will likely be dead at any given moment. Which is also highlighted by the shift away from XP entirely into the popular milestone philosophy.</p><p> </p><p></p><p>While im not big on survival sim, I do like resource management when it comes to character abilities. PF1 is my jam to this day. I like how they use the adventuring day, but also round resource management. Its up to you, the player, to manage those pools efficiently and effectively to get through the adventure. Also, cantrips are unlimited, but they cant keep up with a fighter past like level 2. Returning the idea of using your spell allotment wisely. </p><p></p><p>Though, 3E/PF1 biggest sin, in my opinion, was spell in a can. It basically allows a group to bust out of resource managment. A stingy GM, can lock down the reins, but a generous one can allow the PCs to decide. Its an example of the mechanics being flexible to playstyle, although an inelegant one I would say. </p><p></p><p>These are great thoughts on your OP though and I think it demonstrates the idea behind playstyle and mechanical support/flexibility. I think sometimes there are relief values added to the design, whether intentional or not, and other times the playstyle is rigidly enforced. D&D often has wiggle room because its the biggest RPG and benefits from a casual and flexible, yet unfocused approach to playstyle.</p></blockquote><p></p>
[QUOTE="payn, post: 9525855, member: 90374"] All solid signs of a skill play focus. Nothing wrong with that, but a lot of players felt exhausted by it. Every corner has some type of trap that will sap your strength, destroy your gear, or just straight up kill the PC. There isnt a moment to just explore or god forbid kick in the door and mop the floor with the baddies. Also, some folks prefer the challenges in other aspects such as decisions that impact the setting and factions over time which is hard to accomplish if the PC will likely be dead at any given moment. Which is also highlighted by the shift away from XP entirely into the popular milestone philosophy. While im not big on survival sim, I do like resource management when it comes to character abilities. PF1 is my jam to this day. I like how they use the adventuring day, but also round resource management. Its up to you, the player, to manage those pools efficiently and effectively to get through the adventure. Also, cantrips are unlimited, but they cant keep up with a fighter past like level 2. Returning the idea of using your spell allotment wisely. Though, 3E/PF1 biggest sin, in my opinion, was spell in a can. It basically allows a group to bust out of resource managment. A stingy GM, can lock down the reins, but a generous one can allow the PCs to decide. Its an example of the mechanics being flexible to playstyle, although an inelegant one I would say. These are great thoughts on your OP though and I think it demonstrates the idea behind playstyle and mechanical support/flexibility. I think sometimes there are relief values added to the design, whether intentional or not, and other times the playstyle is rigidly enforced. D&D often has wiggle room because its the biggest RPG and benefits from a casual and flexible, yet unfocused approach to playstyle. [/QUOTE]
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