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General Tabletop Discussion
*TTRPGs General
Spending character generation currency on complexity
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<blockquote data-quote="Quickleaf" data-source="post: 5637233" data-attributes="member: 20323"><p>[MENTION=5890]Saeviomagy[/MENTION] I think you've identified something really interesting, but your examples don't do it justice. Basically the character sheet is a menu, like one of those "fill in the type of sushi you want" places, and informs the DM about what that player would like to see in the game. It's convenient shorthand for more explicit conversations about game preferences that are rare (I already know what my friends like & one-shots the focus is more on dungeon survival and joking around).</p><p></p><p></p><p>Well, a knight should be making lots of opportunity attacks, so to be fair you might be spending just as much game time rolling dice as the other players, only divided throughout the whole round not just your turn.</p><p></p><p>So, bad example, but your point still stands (eg. Slayer).</p><p></p><p>To which I would say: well, what does the tactics-hating player enjoy and how can that be introduced into the conflict at hand? I'm not just speaking about the DM's encounter design, but about rules bought into during character creation like the OP posits.</p><p></p><p></p><p>Out of curiosity, how does this work in OMEN?</p><p></p><p></p><p>Good one. What's your first law?</p><p></p><p></p><p>While I am in total agreement with you about the flawed thesis of the Forge (and I'm glad to hear you say it so succinctly!)... what bearing does that have to Saeviomagy's idea? It seems to me, if anything, having character creation include different complexity dials supports diverse play styles.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5637233, member: 20323"] [MENTION=5890]Saeviomagy[/MENTION] I think you've identified something really interesting, but your examples don't do it justice. Basically the character sheet is a menu, like one of those "fill in the type of sushi you want" places, and informs the DM about what that player would like to see in the game. It's convenient shorthand for more explicit conversations about game preferences that are rare (I already know what my friends like & one-shots the focus is more on dungeon survival and joking around). Well, a knight should be making lots of opportunity attacks, so to be fair you might be spending just as much game time rolling dice as the other players, only divided throughout the whole round not just your turn. So, bad example, but your point still stands (eg. Slayer). To which I would say: well, what does the tactics-hating player enjoy and how can that be introduced into the conflict at hand? I'm not just speaking about the DM's encounter design, but about rules bought into during character creation like the OP posits. Out of curiosity, how does this work in OMEN? Good one. What's your first law? While I am in total agreement with you about the flawed thesis of the Forge (and I'm glad to hear you say it so succinctly!)... what bearing does that have to Saeviomagy's idea? It seems to me, if anything, having character creation include different complexity dials supports diverse play styles. [/QUOTE]
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