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Siloing: Good or Bad?
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<blockquote data-quote="Hussar" data-source="post: 5039581" data-attributes="member: 22779"><p>Ooooh, I like the idea of "Domain Management" as a silo. Now there's rules I'd love to see.</p><p></p><p>A thought occurs. In a system with silo'd abilities, would it not be easier to add silo's than in a non-silo'd game? If you add "Domain Management" as a silo, forex, you don't have to reduce either combat effectiveness or non-combat effectiveness. In previous versions of D&D, gaining a domain was difficult to balance since you had to take from somewhere and "adjusting the sliders" was problematic.</p><p></p><p>But, if "Domain Management" is a separate silo, it is balanced with itself and only itself. It does not relate in any way to the other silos and thus does not borrow anything from those areas to become better.</p><p></p><p>Feats, in this sense act to cross polinate silos - feats are not limited to a single silo. If you want to make your Domain Management silo better, your combat silo might not improve, but, it also will not lose either. In other words, burning feats to improve one silo does not actually make another silo less effective. </p><p></p><p>If you burn three feats for your Ritual Caster bit, sure, you lose out on taking three feats for combat, and someone who takes 3 combat feats will probably be a bit more effective in combat, but, not so dominating as to make you inneffective.</p><p></p><p>In other words, feats make you a bit better in one silo, but, not taking those feats leaves you simply competent.</p><p></p><p>Heck, one of the biggest issues I've seen with feats is the +1/+2/+3 feat across 30 levels. I think that's the spread anyway. One of the most contested issues in game balance is a grand total of a +2 spread over 30 levels.</p><p></p><p>Losing +2 will not break your character. Losing that +2 to gain rituals will not break your character either.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5039581, member: 22779"] Ooooh, I like the idea of "Domain Management" as a silo. Now there's rules I'd love to see. A thought occurs. In a system with silo'd abilities, would it not be easier to add silo's than in a non-silo'd game? If you add "Domain Management" as a silo, forex, you don't have to reduce either combat effectiveness or non-combat effectiveness. In previous versions of D&D, gaining a domain was difficult to balance since you had to take from somewhere and "adjusting the sliders" was problematic. But, if "Domain Management" is a separate silo, it is balanced with itself and only itself. It does not relate in any way to the other silos and thus does not borrow anything from those areas to become better. Feats, in this sense act to cross polinate silos - feats are not limited to a single silo. If you want to make your Domain Management silo better, your combat silo might not improve, but, it also will not lose either. In other words, burning feats to improve one silo does not actually make another silo less effective. If you burn three feats for your Ritual Caster bit, sure, you lose out on taking three feats for combat, and someone who takes 3 combat feats will probably be a bit more effective in combat, but, not so dominating as to make you inneffective. In other words, feats make you a bit better in one silo, but, not taking those feats leaves you simply competent. Heck, one of the biggest issues I've seen with feats is the +1/+2/+3 feat across 30 levels. I think that's the spread anyway. One of the most contested issues in game balance is a grand total of a +2 spread over 30 levels. Losing +2 will not break your character. Losing that +2 to gain rituals will not break your character either. [/QUOTE]
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