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The Mysterious Mage vs. Pew Pew
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<blockquote data-quote="D'karr" data-source="post: 5729826" data-attributes="member: 336"><p>There are many people that are born with talents that they never get to develop. Then there are some that decide later in life to start developing them. Of those some get good at it, and some are just decent. Few of those that actually have the talent ever totally suck at it.</p><p></p><p>I have no talent for singing, even if I decided at this point to develop "singing", I would still suck at it, because I have no talent. Then there is someone like Susan Boyle who obviously has the talent but not until later in life had the opportunity to develop that talent. When she finally stepped out there and went for it, the difference is noticeable.</p><p></p><p>The same can apply to someone that started out as a rogue and then discovered that he had some "talent" for the arcane.</p><p></p><p></p><p></p><p>There were many things about the "old way" that were much more restrictive. In some instances for no apparent good reason. Look at racial level limits, female ability penalties, class alignment restrictions, the bard class, dual-classing, multi-classing, etc., just to name a few. Is that badwrongfun? I don't think so.</p><p></p><p>However the "new" way of doing things is not as restrictive and it even opens up other opportunities for role-playing, for those that choose to do so. Is that badwrongfun? Obviously not. It's just a different way of approaching it.</p><p></p><p>I prefer the restrictions to come from "campaign play", instead of from the base rules. For example if I have a campaign in which elves are not present, I want that to be a campaign restriction, not a base rules restriction. The same goes for class skills. I'd like class skills to be a campaign restriction, not a core assumption of the game. So if a player wants to spend his fighter's few alloted skill points in Arcana, he can study it to his hearts content, instead of being restricted by the core assumptions of the game.</p><p></p><p>The game should provide broad base rules for every campaign, the restrictions should be limited to specific campaigns only.</p><p></p><p>Those multi-classing, dual-classing, racial level limits restrictions are fine in a specific campaign sense, but they should not be the core assumptions of the rules.</p></blockquote><p></p>
[QUOTE="D'karr, post: 5729826, member: 336"] There are many people that are born with talents that they never get to develop. Then there are some that decide later in life to start developing them. Of those some get good at it, and some are just decent. Few of those that actually have the talent ever totally suck at it. I have no talent for singing, even if I decided at this point to develop "singing", I would still suck at it, because I have no talent. Then there is someone like Susan Boyle who obviously has the talent but not until later in life had the opportunity to develop that talent. When she finally stepped out there and went for it, the difference is noticeable. The same can apply to someone that started out as a rogue and then discovered that he had some "talent" for the arcane. There were many things about the "old way" that were much more restrictive. In some instances for no apparent good reason. Look at racial level limits, female ability penalties, class alignment restrictions, the bard class, dual-classing, multi-classing, etc., just to name a few. Is that badwrongfun? I don't think so. However the "new" way of doing things is not as restrictive and it even opens up other opportunities for role-playing, for those that choose to do so. Is that badwrongfun? Obviously not. It's just a different way of approaching it. I prefer the restrictions to come from "campaign play", instead of from the base rules. For example if I have a campaign in which elves are not present, I want that to be a campaign restriction, not a base rules restriction. The same goes for class skills. I'd like class skills to be a campaign restriction, not a core assumption of the game. So if a player wants to spend his fighter's few alloted skill points in Arcana, he can study it to his hearts content, instead of being restricted by the core assumptions of the game. The game should provide broad base rules for every campaign, the restrictions should be limited to specific campaigns only. Those multi-classing, dual-classing, racial level limits restrictions are fine in a specific campaign sense, but they should not be the core assumptions of the rules. [/QUOTE]
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