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General Tabletop Discussion
*TTRPGs General
Should the DM accommodate characters, or characters accommodate DMs?
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<blockquote data-quote="ExploderWizard" data-source="post: 5099529" data-attributes="member: 66434"><p>Understood and agreed. In fact, the players attitude about such rules is often the reason we get such super silly tweaked specialization in the first place. I think this is a cyclical effect of the attitude/game design feedback loop.</p><p> </p><p>The typical standard of play follows this progression. Builds become focused and super specialized so that a character operating in his/her element doesn't feel as if there is a challenge. The "normal" level of challenge is then adjusted to provide a bit of danger for the specialist with the side effect of being far too much for a non-optimized character to handle. This leads to even more focus on improving builds, puts pressure on other players to "get with the program" in order not to bring down the team and headaches for the DM as he/she tries to figure out how to keep everyone's focus in play a majority of the time. </p><p> </p><p>As the numbers skew more and more toward the tweaked end there becomes less and less tolerance for more the more broadly competent PC. </p><p>The Ricky Bobby mentality takes control fast in the sub-game of character builds. " If you're not first, you're last!!" </p><p> </p><p>These attitudes are not new to rpgs, they have existed ever since the first player that asserted that any character without an 18 prime stat wasn't worth playing. The crazy game design that supports those types of claims is a more recent development though IMHO.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5099529, member: 66434"] Understood and agreed. In fact, the players attitude about such rules is often the reason we get such super silly tweaked specialization in the first place. I think this is a cyclical effect of the attitude/game design feedback loop. The typical standard of play follows this progression. Builds become focused and super specialized so that a character operating in his/her element doesn't feel as if there is a challenge. The "normal" level of challenge is then adjusted to provide a bit of danger for the specialist with the side effect of being far too much for a non-optimized character to handle. This leads to even more focus on improving builds, puts pressure on other players to "get with the program" in order not to bring down the team and headaches for the DM as he/she tries to figure out how to keep everyone's focus in play a majority of the time. As the numbers skew more and more toward the tweaked end there becomes less and less tolerance for more the more broadly competent PC. The Ricky Bobby mentality takes control fast in the sub-game of character builds. " If you're not first, you're last!!" These attitudes are not new to rpgs, they have existed ever since the first player that asserted that any character without an 18 prime stat wasn't worth playing. The crazy game design that supports those types of claims is a more recent development though IMHO. [/QUOTE]
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Should the DM accommodate characters, or characters accommodate DMs?
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