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The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
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<blockquote data-quote="Lanefan" data-source="post: 7623129" data-attributes="member: 29398"><p>Only in a game where you can reasonably expect your character to survive that long.</p><p></p><p>I'd hazard a guess that you're basing these statements on some 3e/PF experience, as that was the edition where this kind of thinking was (sadly) in vogue. Long-term play in 0e-1e (and maybe even early-version 2e) doesn't really have these kind of considerations, with the glaring exception of the as-written 1e Bard.</p><p></p><p>The big advantage of class-based systems is the very thing you complain about a few pages upthread: that no one character can do everything and thus needs other characters - i.e. a party - to cover the weaknesses. This is a strong feature in any game purporting to be based around the concept of co-operating adventuring parties; and jack-of-all-trades characters, while admittedly fun to play, tend to shatter the adventuring-party paradigm in that they can do just fine on their own.</p><p></p><p>Somewhat incredibly, given as they were largely flying blind at the time, the original D&D designers got this absolutely right: they made good and sure each class could do some things well and - more importantly - could not do some other things well, if at all.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7623129, member: 29398"] Only in a game where you can reasonably expect your character to survive that long. I'd hazard a guess that you're basing these statements on some 3e/PF experience, as that was the edition where this kind of thinking was (sadly) in vogue. Long-term play in 0e-1e (and maybe even early-version 2e) doesn't really have these kind of considerations, with the glaring exception of the as-written 1e Bard. The big advantage of class-based systems is the very thing you complain about a few pages upthread: that no one character can do everything and thus needs other characters - i.e. a party - to cover the weaknesses. This is a strong feature in any game purporting to be based around the concept of co-operating adventuring parties; and jack-of-all-trades characters, while admittedly fun to play, tend to shatter the adventuring-party paradigm in that they can do just fine on their own. Somewhat incredibly, given as they were largely flying blind at the time, the original D&D designers got this absolutely right: they made good and sure each class could do some things well and - more importantly - could not do some other things well, if at all. [/QUOTE]
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