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Siloing: Good or Bad?
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<blockquote data-quote="bardolph" data-source="post: 5039349" data-attributes="member: 2304"><p>I was only speaking from my experience. As much as I like GURPS in theory, the level of effort to get a GURPS campaign off the ground is MUCH higher than D&D.</p><p></p><p></p><p></p><p>Sure it makes sense. Rituals can have a very important "plot impact," and allowing a party access to rituals without requiring them to roll up a wizard only increases diversity between playing groups. Also, I would argue that skill training is optional depending on which rituals are important, and skill focus, while nice, is only gravy -- not mandatory.</p><p></p><p></p><p></p><p>One can argue that "good" silo design is the same as "strict" silo design, but I think the flexibility of the feats silo actually enhances the game, because it does allow some degree of cross-pollination without getting out of hand.</p></blockquote><p></p>
[QUOTE="bardolph, post: 5039349, member: 2304"] I was only speaking from my experience. As much as I like GURPS in theory, the level of effort to get a GURPS campaign off the ground is MUCH higher than D&D. Sure it makes sense. Rituals can have a very important "plot impact," and allowing a party access to rituals without requiring them to roll up a wizard only increases diversity between playing groups. Also, I would argue that skill training is optional depending on which rituals are important, and skill focus, while nice, is only gravy -- not mandatory. One can argue that "good" silo design is the same as "strict" silo design, but I think the flexibility of the feats silo actually enhances the game, because it does allow some degree of cross-pollination without getting out of hand. [/QUOTE]
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