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<blockquote data-quote="Starfox" data-source="post: 6298021" data-attributes="member: 2303"><p>I am not refuting your point, Dannorn, I am merely making an observation. </p><p></p><p>This is a bit funny in that in our 4E game, everybody seemed to create as self-reliant a character as was possible. Few if any feats and very little gold as spent on items on the very expensive specialist options. Mostly, people improved their defenses and got themselves utility. Everybody was already so good at their role that getting more peak competence there seemed futile. I've seen similar developments in other games, but nothing as extreme as in 4E. On the other had, skill-wise 4E had 6 classes, one for each attribute - if an attribute was the favored attribute of your class, those skills were your good skills, no matter where you spent your points. Other DnD games has this to a lesser degree.</p><p></p><p>This is not true in all games, for example Rolemaster was much better at this kind of niche protection. Out-of-class options were simply prohibitively expensive.</p><p></p><p>Point-bye games also differ from each other in this regard. Some have synergies that give benefits for putting many points into one area, but most are the opposite way; escalating costs make high levels in a focused area a waste of points while a broader, more even level of competence is promoted. GURPS is the second way, Hero System the first way. It is pretty easy to see what differs between them; GURPS has increasing xp costs, while Hero has constant costs, each point is a skill or attribute costs the same regardless of your current score.</p><p></p><p>Each of us should look for a system that fits your preferences. Or at least an acceptable compromise.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6298021, member: 2303"] I am not refuting your point, Dannorn, I am merely making an observation. This is a bit funny in that in our 4E game, everybody seemed to create as self-reliant a character as was possible. Few if any feats and very little gold as spent on items on the very expensive specialist options. Mostly, people improved their defenses and got themselves utility. Everybody was already so good at their role that getting more peak competence there seemed futile. I've seen similar developments in other games, but nothing as extreme as in 4E. On the other had, skill-wise 4E had 6 classes, one for each attribute - if an attribute was the favored attribute of your class, those skills were your good skills, no matter where you spent your points. Other DnD games has this to a lesser degree. This is not true in all games, for example Rolemaster was much better at this kind of niche protection. Out-of-class options were simply prohibitively expensive. Point-bye games also differ from each other in this regard. Some have synergies that give benefits for putting many points into one area, but most are the opposite way; escalating costs make high levels in a focused area a waste of points while a broader, more even level of competence is promoted. GURPS is the second way, Hero System the first way. It is pretty easy to see what differs between them; GURPS has increasing xp costs, while Hero has constant costs, each point is a skill or attribute costs the same regardless of your current score. Each of us should look for a system that fits your preferences. Or at least an acceptable compromise. [/QUOTE]
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