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RPG Evolution: The Trouble with Halflings
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<blockquote data-quote="Lanefan" data-source="post: 8691803" data-attributes="member: 29398"><p>Because there'll be (hopefully only!) one other species that makes good warriors and lousy wizards. And a third that makes great wizards but lousy clerics. And a fourth who shine as clerics but aren't much use as fighting. Etc. (there's obviously loads of room for fine-tuning these niches but I think this gets the idea across)</p><p></p><p>Same as classes: there's one class (well, group of classes now) that are good at sneaking and bad at melee; there's other classes that are good at arcane casting but not much use at sneaking, etc. Synergizing these two things such that one is playing both a species and a class that are good at roughly the same thing is where archetypal class-species combinations come from. I'm fine with this.</p><p></p><p>There's no need for 30 different playable species; much like there's no need for 50-odd playable classes. It's easy to determine when the limit's been reached, and that's when there's no niche left to put something new into without kicking something else out.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8691803, member: 29398"] Because there'll be (hopefully only!) one other species that makes good warriors and lousy wizards. And a third that makes great wizards but lousy clerics. And a fourth who shine as clerics but aren't much use as fighting. Etc. (there's obviously loads of room for fine-tuning these niches but I think this gets the idea across) Same as classes: there's one class (well, group of classes now) that are good at sneaking and bad at melee; there's other classes that are good at arcane casting but not much use at sneaking, etc. Synergizing these two things such that one is playing both a species and a class that are good at roughly the same thing is where archetypal class-species combinations come from. I'm fine with this. There's no need for 30 different playable species; much like there's no need for 50-odd playable classes. It's easy to determine when the limit's been reached, and that's when there's no niche left to put something new into without kicking something else out. [/QUOTE]
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