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The 3.5 Binder was a really cool class
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<blockquote data-quote="EzekielRaiden" data-source="post: 9843912" data-attributes="member: 6790260"><p>Exactly.</p><p></p><p>It is not <em>malicious</em> behavior that is most concerning. That's just the most obvious thing. The actual concern is people who <em>genuinely believe</em> they are doing the right thing....when they manifestly are NOT.</p><p></p><p>And good rule design takes this into account and builds in appropriate limits, explanations, guidance, etc. Something <em>sorely lacking</em> in both 3e and 5e, particularly guidance.</p><p></p><p>Well-designed rules structure power in a context, with a specific purpose and focus. Poorly-designed rules dump absolute latitude and minimal to non-existent guidance for how, when, and most importantly <em>why</em> to use such power.</p><p></p><p>Two rulesets can be functionally equivalent in what you can <em>do</em> with them, but one can be worlds better solely because it is actually structured to foster cooperation, collaboration, understanding, responsibility, etc. While the other just throws the GM (and this players by proxy) into the deep end, face-first, and says "hope you can swim!"</p><p></p><p>And just to be clear? I have <em>personally</em> seen GMs like this in 3.5e. Thank God I never actually sat at the table of the one I personally knew who, as I discovered over time, absolutely would put players in no-win situations maliciously. (He was also a <em>terrible</em> player, and I know for a fact he scared off at least one person from ever GMing again because of his atrocious behavior and attitude.) But I've known several more who thought "an adventure where you have to figure out how to survive without your god's powers" would be an awesome and revelatory story....which they would then spring on a player with zero prior warning because of course, why would you <em>warn</em> the player, that would ruin the <em>story</em> of it!</p><p></p><p>So yeah. It's a power with extreme and brutal implications for the player character, and one given with <em>at best</em> extremely poor explanation or advice.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9843912, member: 6790260"] Exactly. It is not [I]malicious[/I] behavior that is most concerning. That's just the most obvious thing. The actual concern is people who [I]genuinely believe[/I] they are doing the right thing....when they manifestly are NOT. And good rule design takes this into account and builds in appropriate limits, explanations, guidance, etc. Something [I]sorely lacking[/I] in both 3e and 5e, particularly guidance. Well-designed rules structure power in a context, with a specific purpose and focus. Poorly-designed rules dump absolute latitude and minimal to non-existent guidance for how, when, and most importantly [I]why[/I] to use such power. Two rulesets can be functionally equivalent in what you can [I]do[/I] with them, but one can be worlds better solely because it is actually structured to foster cooperation, collaboration, understanding, responsibility, etc. While the other just throws the GM (and this players by proxy) into the deep end, face-first, and says "hope you can swim!" And just to be clear? I have [I]personally[/I] seen GMs like this in 3.5e. Thank God I never actually sat at the table of the one I personally knew who, as I discovered over time, absolutely would put players in no-win situations maliciously. (He was also a [I]terrible[/I] player, and I know for a fact he scared off at least one person from ever GMing again because of his atrocious behavior and attitude.) But I've known several more who thought "an adventure where you have to figure out how to survive without your god's powers" would be an awesome and revelatory story....which they would then spring on a player with zero prior warning because of course, why would you [I]warn[/I] the player, that would ruin the [I]story[/I] of it! So yeah. It's a power with extreme and brutal implications for the player character, and one given with [I]at best[/I] extremely poor explanation or advice. [/QUOTE]
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The 3.5 Binder was a really cool class
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