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<blockquote data-quote="JamesonCourage" data-source="post: 5892813" data-attributes="member: 6668292"><p>See, that also seems to be a fundamental disconnect during these discussions. I at least <em>understand</em> where you, Hussar, etc. are coming from in these discussions. I keep getting "I don't get it" from Hussar (and now you). I think the discussion would be clearer if both sides could at least <em>understand</em> the other. Is there any way I can clear things up, on my end?</p><p></p><p></p><p>I'd heartily agree that class-based systems make this harder.</p><p></p><p></p><p>I'd argue there are good reasons to use the same tools to fundamentally build both (even if you can use a cheat sheet with strong guidelines to save time). But, that's where our opinion seems to differ. Of <em>course</em> there are good reasons to build PCs and NPCs differently. It just depends on perspective and goals. I think we differ in both of those areas.</p><p></p><p></p><p>I've found that higher numbers help offset this (or even negate it), but action economy is a big concern. I don't much like the "AC is low, HP needs to be whittled down" approach to combat pacing that D&D has always used, so my opinion on combat pacing is going to be largely divergent from what you or other people may want in a system.</p><p></p><p></p><p>Disagree on a fundamental but theoretical level. I could easily accomplish this with my system, but it is point buy. I think I could rig a class system to do this, too, though. But, really, we've got different goals. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5892813, member: 6668292"] See, that also seems to be a fundamental disconnect during these discussions. I at least [I]understand[/I] where you, Hussar, etc. are coming from in these discussions. I keep getting "I don't get it" from Hussar (and now you). I think the discussion would be clearer if both sides could at least [I]understand[/I] the other. Is there any way I can clear things up, on my end? I'd heartily agree that class-based systems make this harder. I'd argue there are good reasons to use the same tools to fundamentally build both (even if you can use a cheat sheet with strong guidelines to save time). But, that's where our opinion seems to differ. Of [I]course[/I] there are good reasons to build PCs and NPCs differently. It just depends on perspective and goals. I think we differ in both of those areas. I've found that higher numbers help offset this (or even negate it), but action economy is a big concern. I don't much like the "AC is low, HP needs to be whittled down" approach to combat pacing that D&D has always used, so my opinion on combat pacing is going to be largely divergent from what you or other people may want in a system. Disagree on a fundamental but theoretical level. I could easily accomplish this with my system, but it is point buy. I think I could rig a class system to do this, too, though. But, really, we've got different goals. As always, play what you like :) [/QUOTE]
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