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Proficiencies don't make the class. Do they?
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<blockquote data-quote="El Mahdi" data-source="post: 6608269" data-attributes="member: 59506"><p>You were incorrect.</p><p></p><p> </p><p></p><p>It was.</p><p></p><p></p><p></p><p>No, there is no implication. I explicitly state that it's of primary importance to <em>many</em>, not everyone, nor did I state if it was of primary importance to me. Check that: Actually what I said there is that narrative importance is <strong><em>just</em></strong> as important as mechanics. That without the mechanics, a class doesn't do what they want, and without the narrative distinction they're looking for, it won't do what they want. Your reading <em>was</em> unwarranted. It only says what you interpreted it to say, if that's what one <em>expected</em> it to say. It's rarely a good idea to try and determine <em>intent</em> and <em>implication</em> from postings in a medium devoid of face to face interaction. In other words, a medium lacking in vocal tone, facial expressions and other body language. It's an attempt at mind-reading, and a lose-lose endeavor.</p><p></p><p>I'd suggest sticking to the strict reading.</p><p></p><p></p><p></p><p></p><p>With all due respect, I think I'll be the arbiter of what is necessary or not in my posts. If my use of italics and bolding bothered you, that was wholly your choice of interpretation. There was no such intention in my choice of language or accents.</p><p></p><p>If it bothers you that much, perhaps you shouldn't read my posts.</p><p></p><p></p><p></p><p></p><p>I didn't say they did; but since you bring it up, I will now say that they do. Cultural aspects of races, histories, and purely role-playing prompts without mechanical support or <em>enforcement</em> are all common in RPG's, and certainly in D&D.</p><p></p><p>However, I do believe the best is achieved when mechanics support narrative, and narrative expands mechanics beyond mere function.</p><p></p><p>Can a game be done purely with mechanics? Of course. Can a game be done purely with narrative? Yes, and it's been done.</p><p></p><p>However, I would think most RPG fans would agree that RPG's are best when both narrative and mechanics support and inform each other. A synergy occurs that's greater than the parts.</p><p></p><p>Designers approach game design from multiple different points of view. Sometimes, they devise a mechanic to explain or enable a function. Sometimes they devise a narrative to describe mechanics. Sometimes they devise mechanics to inform a narrative.</p><p></p><p>Neither are necessarily always a starting point, or always the end point.</p><p></p><p>Like with your example of the Bard, the Bard most certainly did exist before the mechanics. The Bard first existed as a concept; both historical and fictional. Then someone decided to express it mechanically for inclusion in a game. As a game construct, it's grown beyond it's historical and fictional origins. Designers have added mechanical functionality that is wholly original to RPG's. Designers have also created narratives to inform and expand those unique mechanics.</p><p></p><p>It's the chicken and egg question, where the answer is <em>Yes </em>to both.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 6608269, member: 59506"] You were incorrect. It was. No, there is no implication. I explicitly state that it's of primary importance to [I]many[/I], not everyone, nor did I state if it was of primary importance to me. Check that: Actually what I said there is that narrative importance is [B][I]just[/I][/B] as important as mechanics. That without the mechanics, a class doesn't do what they want, and without the narrative distinction they're looking for, it won't do what they want. Your reading [I]was[/I] unwarranted. It only says what you interpreted it to say, if that's what one [I]expected[/I] it to say. It's rarely a good idea to try and determine [I]intent[/I] and [I]implication[/I] from postings in a medium devoid of face to face interaction. In other words, a medium lacking in vocal tone, facial expressions and other body language. It's an attempt at mind-reading, and a lose-lose endeavor. I'd suggest sticking to the strict reading. With all due respect, I think I'll be the arbiter of what is necessary or not in my posts. If my use of italics and bolding bothered you, that was wholly your choice of interpretation. There was no such intention in my choice of language or accents. If it bothers you that much, perhaps you shouldn't read my posts. I didn't say they did; but since you bring it up, I will now say that they do. Cultural aspects of races, histories, and purely role-playing prompts without mechanical support or [I]enforcement[/I] are all common in RPG's, and certainly in D&D. However, I do believe the best is achieved when mechanics support narrative, and narrative expands mechanics beyond mere function. Can a game be done purely with mechanics? Of course. Can a game be done purely with narrative? Yes, and it's been done. However, I would think most RPG fans would agree that RPG's are best when both narrative and mechanics support and inform each other. A synergy occurs that's greater than the parts. Designers approach game design from multiple different points of view. Sometimes, they devise a mechanic to explain or enable a function. Sometimes they devise a narrative to describe mechanics. Sometimes they devise mechanics to inform a narrative. Neither are necessarily always a starting point, or always the end point. Like with your example of the Bard, the Bard most certainly did exist before the mechanics. The Bard first existed as a concept; both historical and fictional. Then someone decided to express it mechanically for inclusion in a game. As a game construct, it's grown beyond it's historical and fictional origins. Designers have added mechanical functionality that is wholly original to RPG's. Designers have also created narratives to inform and expand those unique mechanics. It's the chicken and egg question, where the answer is [I]Yes [/I]to both. [/QUOTE]
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Proficiencies don't make the class. Do they?
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