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*Dungeons & Dragons
Rule of Three: 7 Feb. 2014
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<blockquote data-quote="TwoSix" data-source="post: 6260182" data-attributes="member: 205"><p>Good post. (Couldn't XP, sorry.)</p><p></p><p>But I don't think it's particularly mysterious to understand where these distinctions arise. In games where the players either don't have or don't exert much system mastery, or the DM uses a strong hand in creating encounters to emphasize spotlight balance, LFQW simply isn't going to arise as a perceivable issue. And that playstyle often overlaps with your 3rd rail, where players have internalized non-balance as being part and parcel of the class definition.</p><p></p><p>In my 3.X/now PF group, one player often fondly refers back to his monk with the comment "I liked that guy. Boy, did he suck." It's pretty much a table meme at this point that monks are awful. But it's just assumed that sucking is <strong>part of the reason you choose a monk.</strong> Not because of the greater difficulty, but sometimes it's just funny to play a bad character.</p><p></p><p>On the flip side, in our high level game, the 19th level witch (an alternate wizard) cohort of one of the characters singlehandedly won a combat against </p><p>multiple balors by using <em>Time Stop.</em> The table reaction? "What are you going to do? It's <em>Time Stop</em>, <strong>that's just what it does.</strong>" Again, its overpowered nature is just assumed to be part and parcel of the spell definition, and by extrapolation, high level wizards are just better.</p><p></p><p>Do I like this particular approach? Not really. But I've become sensitive to just how ingrained certain expectations of the D&D experience are to a wide swath of gamers. My enjoyment of constant evolution and new concepts often leads me to be the odd man out in my play group's preferences.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6260182, member: 205"] Good post. (Couldn't XP, sorry.) But I don't think it's particularly mysterious to understand where these distinctions arise. In games where the players either don't have or don't exert much system mastery, or the DM uses a strong hand in creating encounters to emphasize spotlight balance, LFQW simply isn't going to arise as a perceivable issue. And that playstyle often overlaps with your 3rd rail, where players have internalized non-balance as being part and parcel of the class definition. In my 3.X/now PF group, one player often fondly refers back to his monk with the comment "I liked that guy. Boy, did he suck." It's pretty much a table meme at this point that monks are awful. But it's just assumed that sucking is [B]part of the reason you choose a monk.[/B] Not because of the greater difficulty, but sometimes it's just funny to play a bad character. On the flip side, in our high level game, the 19th level witch (an alternate wizard) cohort of one of the characters singlehandedly won a combat against multiple balors by using [I]Time Stop.[/I] The table reaction? "What are you going to do? It's [I]Time Stop[/I], [B]that's just what it does.[/B]" Again, its overpowered nature is just assumed to be part and parcel of the spell definition, and by extrapolation, high level wizards are just better. Do I like this particular approach? Not really. But I've become sensitive to just how ingrained certain expectations of the D&D experience are to a wide swath of gamers. My enjoyment of constant evolution and new concepts often leads me to be the odd man out in my play group's preferences. [/QUOTE]
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