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*Pathfinder & Starfinder
The danger of the Three Pillars of D&D
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<blockquote data-quote="Tony Vargas" data-source="post: 5821162" data-attributes="member: 996"><p>Actually, you have brought out some gnome artificer who was /completely inept/ in social situations, and either sits them out or comically/dramatically has the 'fun of failure' in them, as an example of the kind of thing you want. </p><p></p><p></p><p>All leaders, pacifist cleric included, /can/ contribute damage. In fact, via buffing and action-economy manipulation, they can indirectly contribute almost like strikers.</p><p></p><p>It'd be very hard for a leader or defender to /never/ deal damage. Defender mark-punishment generally includes the threat of damage, and leaders indirectly deal damage through buffs and action grants (and very indirectly by keeping strikers up with healing) even when they consciously avoid directly dealing damage, themselves - and they always have that option, even the Pacifist can't help but end up with /one/ damaging at-will.</p><p></p><p></p><p>Now, this is a very poor analogy, unless your argument is that RP (interaction is a better term, I think, since RP occurs in all the pillars, BTW) and Interaction are not in the same class as combat. If they were (and they are, but I'll get to that), then, as in combat, each character could contribute, only differently depending on role/class. Even then, it'd be a poor analogy, as you have no aspect of combat that corresponds to combat in the second case.</p><p></p><p>Now, a very strong analogy would be: just as characters contribute meaningfully, but differently in accord with their roles, in combat, they should contribute meaningfully, but differently, out of combat (be that independintely in each of the two non-combat 'pillars' or in a single non-combat amalgam, if the other pillars aren't individually equal in importance to combat).</p><p></p><p>See, that makes sense.</p><p></p><p>Whether things come in 15 minute chunks or 2-hour chunks, being excluded is no fun. The 'make it faster and it'll be tollerable' idea is a way of dealing with something /bad/. 'Combats are too long,' for instance, is just a variation on the theme of 'combats are undesireable,' because the implied solution is to minimize or eliminate them. If you're having to cut short scenes that some players are enjoying to aviod boring and irritating others, that's a sign that you need to keep everyone interested and eganged (and hopefully having fun, but at least not bored).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5821162, member: 996"] Actually, you have brought out some gnome artificer who was /completely inept/ in social situations, and either sits them out or comically/dramatically has the 'fun of failure' in them, as an example of the kind of thing you want. All leaders, pacifist cleric included, /can/ contribute damage. In fact, via buffing and action-economy manipulation, they can indirectly contribute almost like strikers. It'd be very hard for a leader or defender to /never/ deal damage. Defender mark-punishment generally includes the threat of damage, and leaders indirectly deal damage through buffs and action grants (and very indirectly by keeping strikers up with healing) even when they consciously avoid directly dealing damage, themselves - and they always have that option, even the Pacifist can't help but end up with /one/ damaging at-will. Now, this is a very poor analogy, unless your argument is that RP (interaction is a better term, I think, since RP occurs in all the pillars, BTW) and Interaction are not in the same class as combat. If they were (and they are, but I'll get to that), then, as in combat, each character could contribute, only differently depending on role/class. Even then, it'd be a poor analogy, as you have no aspect of combat that corresponds to combat in the second case. Now, a very strong analogy would be: just as characters contribute meaningfully, but differently in accord with their roles, in combat, they should contribute meaningfully, but differently, out of combat (be that independintely in each of the two non-combat 'pillars' or in a single non-combat amalgam, if the other pillars aren't individually equal in importance to combat). See, that makes sense. Whether things come in 15 minute chunks or 2-hour chunks, being excluded is no fun. The 'make it faster and it'll be tollerable' idea is a way of dealing with something /bad/. 'Combats are too long,' for instance, is just a variation on the theme of 'combats are undesireable,' because the implied solution is to minimize or eliminate them. If you're having to cut short scenes that some players are enjoying to aviod boring and irritating others, that's a sign that you need to keep everyone interested and eganged (and hopefully having fun, but at least not bored). [/QUOTE]
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