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Community
General Tabletop Discussion
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="JamesonCourage" data-source="post: 5881256" data-attributes="member: 6668292"><p>It's bad design <em>when you're attempting to design a game that lets everyone meaningfully contribute mechanically in every scene or encounter</em>. That's not a goal I want forced on me, though. I'm do want it to be an option, however. Probably even the assumption.</p><p></p><p></p><p>I agree, I think. This is essentially what I mean: that I want the choice, as a player making my character, to hyper-specialize, but at the cost of breadth. Maybe I want to be amazingly social, but lose a lot on the combat and exploration front. I want the system to end up supporting me in that goal. Playing a "face" character with little combat ability can be a lot of fun, even if it means you're more likely to get killed. I've seen it, and I've done it.</p><p></p><p>But, that doesn't mean I want that as the base assumption in 5e. Make each class just about balanced in their breadth, sure. Then, give options for hyper-specialization, increasing depth at the cost of breadth. Make sure its clear that this is exactly what's happening, too, and how that'll shift the party dynamic. Someone who loses out on the social and exploration front to be better at combat might somewhat outshine other PCs in combat (in his area), for example. Give the option for it to happen in the game, but be very clear what you're doing, and how it will affect things. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5881256, member: 6668292"] It's bad design [I]when you're attempting to design a game that lets everyone meaningfully contribute mechanically in every scene or encounter[/I]. That's not a goal I want forced on me, though. I'm do want it to be an option, however. Probably even the assumption. I agree, I think. This is essentially what I mean: that I want the choice, as a player making my character, to hyper-specialize, but at the cost of breadth. Maybe I want to be amazingly social, but lose a lot on the combat and exploration front. I want the system to end up supporting me in that goal. Playing a "face" character with little combat ability can be a lot of fun, even if it means you're more likely to get killed. I've seen it, and I've done it. But, that doesn't mean I want that as the base assumption in 5e. Make each class just about balanced in their breadth, sure. Then, give options for hyper-specialization, increasing depth at the cost of breadth. Make sure its clear that this is exactly what's happening, too, and how that'll shift the party dynamic. Someone who loses out on the social and exploration front to be better at combat might somewhat outshine other PCs in combat (in his area), for example. Give the option for it to happen in the game, but be very clear what you're doing, and how it will affect things. As always, play what you like :) [/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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