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*TTRPGs General
Siloing: Good or Bad?
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<blockquote data-quote="Dice4Hire" data-source="post: 5034512" data-attributes="member: 55066"><p>I, too, am a fan of siloing, but not too fond of the monker. </p><p></p><p>Soliing is importnat in a gmae to get a sense of balance. Too many point-buy systems make a balanced character weaker than one who is not in many ways, expecially in combat, a place most games tend to shine and devote mroe than half of the playing to.</p><p></p><p>The more than half in anecdotal, but I'm pretty sure it is basically accurate, and probably a underestimation. </p><p></p><p>In 4E, there is some siloing, but in my opinion not enough, as utilities are msotly combat, and dailies, encounters and at wills are pure combat, with a fewy very few exceptions. </p><p></p><p>RPGs need more rules for handing social encounters, using some kind of social abilities. If I were a designer I could do it, but I jsut know I ahve been dissatisfied iwth every game I've played (including every edition of D&D) in the socail department.</p></blockquote><p></p>
[QUOTE="Dice4Hire, post: 5034512, member: 55066"] I, too, am a fan of siloing, but not too fond of the monker. Soliing is importnat in a gmae to get a sense of balance. Too many point-buy systems make a balanced character weaker than one who is not in many ways, expecially in combat, a place most games tend to shine and devote mroe than half of the playing to. The more than half in anecdotal, but I'm pretty sure it is basically accurate, and probably a underestimation. In 4E, there is some siloing, but in my opinion not enough, as utilities are msotly combat, and dailies, encounters and at wills are pure combat, with a fewy very few exceptions. RPGs need more rules for handing social encounters, using some kind of social abilities. If I were a designer I could do it, but I jsut know I ahve been dissatisfied iwth every game I've played (including every edition of D&D) in the socail department. [/QUOTE]
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