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Selfish playstyles and other newer issues with the game
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<blockquote data-quote="The Crimson Binome" data-source="post: 6722630" data-attributes="member: 6775031"><p>You mean, the <em>fireball</em> formation? Enemy spellcasters happened. Splitting up is generally the preferred method to avoid massive damage. All your eggs in one basket, and whatnot.</p><p></p><p>Additionally, it's seen as not-fun to tell other players what kind of characters they should have. Even if a dwarf/polearm/cleric combination makes for a strong combination, it's not really the place of the dwarf player to expect another player to make a polearm character, and have the third player make a cleric character. Aside from issues of individuality, which may or may not have shifted over the decades, that also gives the entire party just one gimmick to try; when each character is its own self-contained unit, that gives you X number of gimmicks to cycle through, which helps to keep things fresh.</p><p></p><p>Or maybe you could just say that customization breeds specialization, and back in the day you could reasonably have a dwarf fighter who could switch between being an effective tank and a damage-dealer and an archer as the situation required, where now you need to spend most of your character-build resources on a single gimmick in order to remain viable at that one thing. Some advice for 5E - don't use feats or multi-classing, since those incentivize crazy niche specialization at the expense of versatility.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6722630, member: 6775031"] You mean, the [I]fireball[/I] formation? Enemy spellcasters happened. Splitting up is generally the preferred method to avoid massive damage. All your eggs in one basket, and whatnot. Additionally, it's seen as not-fun to tell other players what kind of characters they should have. Even if a dwarf/polearm/cleric combination makes for a strong combination, it's not really the place of the dwarf player to expect another player to make a polearm character, and have the third player make a cleric character. Aside from issues of individuality, which may or may not have shifted over the decades, that also gives the entire party just one gimmick to try; when each character is its own self-contained unit, that gives you X number of gimmicks to cycle through, which helps to keep things fresh. Or maybe you could just say that customization breeds specialization, and back in the day you could reasonably have a dwarf fighter who could switch between being an effective tank and a damage-dealer and an archer as the situation required, where now you need to spend most of your character-build resources on a single gimmick in order to remain viable at that one thing. Some advice for 5E - don't use feats or multi-classing, since those incentivize crazy niche specialization at the expense of versatility. [/QUOTE]
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