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Siloing: Good or Bad?
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<blockquote data-quote="Gimby" data-source="post: 5034679" data-attributes="member: 49875"><p>I'd say that siloing (defined as picking elements in limited numbers from different menu's with no overlap) is certainly a good thing. </p><p></p><p>The thing with combat in this context is that it is a contagious trump. Once you start swinging everything else comes to a halt until thats resolved. You can force people into combat at will</p><p></p><p>So if you have McTalky the non-combat bard and McFighty the non-social fighter in the same group then McFighty can always force things to go with his specialisation by hitting someone. Siloing of abilities ensures that McTalky can fight if it comes to it and McFighty can contribute if fighting would be a bad idea. </p><p></p><p>It also allows you to express your background - I'd love to be able to reflect my character's history as a stablemaster and love of playing the harp, but I love actually being able to keep playing them more. So away with Handle Animal and Perform:Harp and in with Spot, Listen, Jump and Climb so I can cope with the challenges I'm presented with. </p><p></p><p>Siloing allows me to play a well rounded character without worrying that I'll be obilterated because the DM is basing enemies around the most combat twinked characters in the group.</p><p></p><p>Exalted would be the best example of where siloing would help. In that game its possible to have characters of the same XP level with one *literally unkillable even while chained up and without gear* while others have no combat ability at all. Characters of the first type can turn anything into a fight as Join Battle specificly trumps any other action. </p><p></p><p>Essentially, its the old "If all you have is a hammer, everything looks like a nail" problem. I'd like to play a game where no-one can make themselves into a fully automatic hammergun please.</p></blockquote><p></p>
[QUOTE="Gimby, post: 5034679, member: 49875"] I'd say that siloing (defined as picking elements in limited numbers from different menu's with no overlap) is certainly a good thing. The thing with combat in this context is that it is a contagious trump. Once you start swinging everything else comes to a halt until thats resolved. You can force people into combat at will So if you have McTalky the non-combat bard and McFighty the non-social fighter in the same group then McFighty can always force things to go with his specialisation by hitting someone. Siloing of abilities ensures that McTalky can fight if it comes to it and McFighty can contribute if fighting would be a bad idea. It also allows you to express your background - I'd love to be able to reflect my character's history as a stablemaster and love of playing the harp, but I love actually being able to keep playing them more. So away with Handle Animal and Perform:Harp and in with Spot, Listen, Jump and Climb so I can cope with the challenges I'm presented with. Siloing allows me to play a well rounded character without worrying that I'll be obilterated because the DM is basing enemies around the most combat twinked characters in the group. Exalted would be the best example of where siloing would help. In that game its possible to have characters of the same XP level with one *literally unkillable even while chained up and without gear* while others have no combat ability at all. Characters of the first type can turn anything into a fight as Join Battle specificly trumps any other action. Essentially, its the old "If all you have is a hammer, everything looks like a nail" problem. I'd like to play a game where no-one can make themselves into a fully automatic hammergun please. [/QUOTE]
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