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*Pathfinder & Starfinder
The danger of the Three Pillars of D&D
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<blockquote data-quote="FireLance" data-source="post: 5818677" data-attributes="member: 3424"><p>Shouldn't it be the player's choice, though? And if the system is flexible enough, I think it would be possible for the players to have characters that are as balanced or as specialized as they want.</p><p></p><p>At its crudest, I can see it working something like this: At first level, each character gets a handful of abilities distributed into the combat, roleplaying and exploration silos. Maybe a fighter gets 2/1/1, a bard gets 1/2/1 and a rogue gets 1/1/2. There is some scope for customization, so the player can choose two additional abilities from any silo. So, a first level fighter could start the game with 4/1/1, 3/2/1, 3/1/2, 2/3/1, 2/1/3, or 2/2/2 as he desires.</p><p></p><p>At every level, he gets to choose an additional ability. For most levels, he can choose from any silo, but maybe his choice gets restricted to specific silos at particular levels (say, fighters, bards and rogues must pick an ability from the combat, roleplaying and exploration silos respectively every three levels). </p><p></p><p>Such an approach allows for a wide variety of characters with different levels of generic competence and specialization, while ensuring that characters of specific classes retain a minimum level of ability in the areas they are supposed to be good at, and at least a very basic level of ability in every area.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5818677, member: 3424"] Shouldn't it be the player's choice, though? And if the system is flexible enough, I think it would be possible for the players to have characters that are as balanced or as specialized as they want. At its crudest, I can see it working something like this: At first level, each character gets a handful of abilities distributed into the combat, roleplaying and exploration silos. Maybe a fighter gets 2/1/1, a bard gets 1/2/1 and a rogue gets 1/1/2. There is some scope for customization, so the player can choose two additional abilities from any silo. So, a first level fighter could start the game with 4/1/1, 3/2/1, 3/1/2, 2/3/1, 2/1/3, or 2/2/2 as he desires. At every level, he gets to choose an additional ability. For most levels, he can choose from any silo, but maybe his choice gets restricted to specific silos at particular levels (say, fighters, bards and rogues must pick an ability from the combat, roleplaying and exploration silos respectively every three levels). Such an approach allows for a wide variety of characters with different levels of generic competence and specialization, while ensuring that characters of specific classes retain a minimum level of ability in the areas they are supposed to be good at, and at least a very basic level of ability in every area. [/QUOTE]
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