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Siloing: Good or Bad?
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<blockquote data-quote="bardolph" data-source="post: 5038397" data-attributes="member: 2304"><p>The categorization is based on resource management. I can't drop a power in order to have more points to spend in Attributes, etc. Every character has one race, one class, X attribute points, Y feats, and Z class powers, based on level. This is the same no matter what combination of "stuff" you choose.</p><p></p><p></p><p>I never meant that items in each silo don't affect items in other silos. Just that the amount of resources you have in each silo remains the same regardless.</p><p></p><p>This is a HUGE difference over previous editions, where class selection would completely override all other silos.</p><p> </p><p></p><p>... but no Utility power affects the number of feats you have at your disposal, the number of languages you speak, etc. How you decide to spend your resources inside the Utility silo is up to you, of course. I would point out, however, that most Utility powers are situationally useful, as opposed to Dailies and Encounters.</p><p></p><p></p><p>As explained above, while race selection can certainly yield combinations that work well with abilities in other silos, it still does not affect the number of resources you have to work with in the other silos. For example, race selection gives you +2/+2 in attributes, but all races give the same +2/+2; the only variable is <em>which</em> attributes are affected.</p><p></p><p></p><p>The prime example is the player who designs a complete non-combatant, which is very possible in most character-point generation systems. Another example often pointed to is Shadowrun and the matrix, where only Decker characters can participate at all.</p></blockquote><p></p>
[QUOTE="bardolph, post: 5038397, member: 2304"] The categorization is based on resource management. I can't drop a power in order to have more points to spend in Attributes, etc. Every character has one race, one class, X attribute points, Y feats, and Z class powers, based on level. This is the same no matter what combination of "stuff" you choose. I never meant that items in each silo don't affect items in other silos. Just that the amount of resources you have in each silo remains the same regardless. This is a HUGE difference over previous editions, where class selection would completely override all other silos. ... but no Utility power affects the number of feats you have at your disposal, the number of languages you speak, etc. How you decide to spend your resources inside the Utility silo is up to you, of course. I would point out, however, that most Utility powers are situationally useful, as opposed to Dailies and Encounters. As explained above, while race selection can certainly yield combinations that work well with abilities in other silos, it still does not affect the number of resources you have to work with in the other silos. For example, race selection gives you +2/+2 in attributes, but all races give the same +2/+2; the only variable is [i]which[/i] attributes are affected. The prime example is the player who designs a complete non-combatant, which is very possible in most character-point generation systems. Another example often pointed to is Shadowrun and the matrix, where only Decker characters can participate at all. [/QUOTE]
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