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*Pathfinder & Starfinder
Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Sunseeker" data-source="post: 5881811"><p>I'm fine with that as long as they're getting the spotlight because of their actions in the campaign. I don't feel the game should force a class into the spotlight at certain times. It should be player skill and initiative that gets them in the spotlight. Sure, there will be times when <em>only</em> the rogue can unlock a door, <em>only</em> the wizard can use a magical portal to save the party, that's totally understandable. But in the bigger picture, the fighter had to use his dungeonering to guide the party, the cleric had to ward off the evil spirits, the rogue had to unlock the door and the wizard had to use the magical device. Each one got their moment in the sun. I think a design that would set up say, an entire dungeon crawl where <em>only</em> the wizard is useful is just as bad as making something so generic anyone can do it.</p><p></p><p></p><p>Yes, but what drives people to "care"? If you run all over the world seeking adventure and treasure, but the world is designed in such a way so that your class does little to nothing, why should you care? Great stories are filled with each member getting their own moment. Gimli may not have been the best at running across the plains, but he did keep the party from getting lost in Moria(to an extent). Gimli cares because he feels involved and gets to take part in things. Sam however, often feels like he's just tagging along, and expresses it, because his moments of participation are few.</p><p></p><p>Players who don't get to play, don't care.</p><p></p><p></p><p>I'm pretty sure that ensuring player participation at <em>most</em> times is an important design consideration for every game.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5881811"] I'm fine with that as long as they're getting the spotlight because of their actions in the campaign. I don't feel the game should force a class into the spotlight at certain times. It should be player skill and initiative that gets them in the spotlight. Sure, there will be times when [I]only[/I] the rogue can unlock a door, [I]only[/I] the wizard can use a magical portal to save the party, that's totally understandable. But in the bigger picture, the fighter had to use his dungeonering to guide the party, the cleric had to ward off the evil spirits, the rogue had to unlock the door and the wizard had to use the magical device. Each one got their moment in the sun. I think a design that would set up say, an entire dungeon crawl where [I]only[/I] the wizard is useful is just as bad as making something so generic anyone can do it. Yes, but what drives people to "care"? If you run all over the world seeking adventure and treasure, but the world is designed in such a way so that your class does little to nothing, why should you care? Great stories are filled with each member getting their own moment. Gimli may not have been the best at running across the plains, but he did keep the party from getting lost in Moria(to an extent). Gimli cares because he feels involved and gets to take part in things. Sam however, often feels like he's just tagging along, and expresses it, because his moments of participation are few. Players who don't get to play, don't care. I'm pretty sure that ensuring player participation at [I]most[/I] times is an important design consideration for every game. [/QUOTE]
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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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