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Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Sunseeker" data-source="post: 5881078"><p>I have to wonder if the problem is when i suggest classes should be well rounded is that I am speaking a foreign language or the idea is really that far fetched. Since I have to assume the latter must not be true, I will strive to enunciate more clearly.</p><p></p><p>There are three primary segments to the game. Combat. Exploration. Social.</p><p></p><p>This is represented through two aspects of the character; combat abilities(sword, magic, etc...). And through skills, which are roughly divided between exploration and social skills. What I continue to suggest is that characters maintain some functionality in all of these areas. For example fighters have high combat ability, moderate exploration ability, and light social ability. Rogues have moderate combat ability, high exploration ability, and moderate social ability. Bards have low combat ability, moderate exploration ability and high social ability. Through this system, at least as a start @ lvl1 players can participate in the three primary aspects of the game. Noone is expressly left out by lacking the skills to partake. Through choices later, players may choose to become more or less capable in these three areas, usually by sacrificing some aspect of another area. </p><p></p><p>I beloved this is a highly functional system for maintaining player engagement and preventing class bloated through delegating every permutation to its own new "slightly good at talking but really good at exploring and kinda good at fighting" fighter.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5881078"] I have to wonder if the problem is when i suggest classes should be well rounded is that I am speaking a foreign language or the idea is really that far fetched. Since I have to assume the latter must not be true, I will strive to enunciate more clearly. There are three primary segments to the game. Combat. Exploration. Social. This is represented through two aspects of the character; combat abilities(sword, magic, etc...). And through skills, which are roughly divided between exploration and social skills. What I continue to suggest is that characters maintain some functionality in all of these areas. For example fighters have high combat ability, moderate exploration ability, and light social ability. Rogues have moderate combat ability, high exploration ability, and moderate social ability. Bards have low combat ability, moderate exploration ability and high social ability. Through this system, at least as a start @ lvl1 players can participate in the three primary aspects of the game. Noone is expressly left out by lacking the skills to partake. Through choices later, players may choose to become more or less capable in these three areas, usually by sacrificing some aspect of another area. I beloved this is a highly functional system for maintaining player engagement and preventing class bloated through delegating every permutation to its own new "slightly good at talking but really good at exploring and kinda good at fighting" fighter. [/QUOTE]
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Community
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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