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The Perfect Number
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<blockquote data-quote="Minigiant" data-source="post: 5908328" data-attributes="member: 63508"><p>I once read a blog post about something called Character Investment. Basically the more a player has to invest in making their character, the more the play wants to use every advantage of their character. They ignore the world outside their character sheet. This is where [mention]GM Dave[/menion] is coming from.</p><p></p><p>1 option: Slave to DM Fiat to do anything outside of the option or forces DM to constantly tailor the game to keep the player involved. The varying degrees and qualities of DM Adjudication can leave the player happy or frustrated.</p><p></p><p>2-3 options: Still too DM dependent. On the DM side, 2-3 options are usually the most the DM can handle for mob encounters. </p><p></p><p>4-5 options: Not too bad if the options remain available for a long time. A 4 daily spell wizard leads to quick work days or doing practically nothing in combat.</p><p></p><p>6-7 options: This is where daily and hard consumable options can safely show up. In 3.5, a 5th level wizard (4th for specialists and sorcerers) has enough daily slots to fire of a spell or two in every fight in a dungeon while holding a few spells in the other pillars as well.</p><p></p><p>8 options: 8 choices is just about the limit before players are mentally locked into their character sheet.</p><p></p><p>9+ options: Mental Lock. Character Investment limit reached. Improvisation gone. </p><p></p><p></p><p>So the number of option would be dependent on the resource management system. AT-Will PCs can do with 4 good options with a few less useful stunts. But a full Vania caster with no weapon skill needs at least 5 spells and better is 7.[/mention]</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5908328, member: 63508"] I once read a blog post about something called Character Investment. Basically the more a player has to invest in making their character, the more the play wants to use every advantage of their character. They ignore the world outside their character sheet. This is where [mention]GM Dave[/menion] is coming from. 1 option: Slave to DM Fiat to do anything outside of the option or forces DM to constantly tailor the game to keep the player involved. The varying degrees and qualities of DM Adjudication can leave the player happy or frustrated. 2-3 options: Still too DM dependent. On the DM side, 2-3 options are usually the most the DM can handle for mob encounters. 4-5 options: Not too bad if the options remain available for a long time. A 4 daily spell wizard leads to quick work days or doing practically nothing in combat. 6-7 options: This is where daily and hard consumable options can safely show up. In 3.5, a 5th level wizard (4th for specialists and sorcerers) has enough daily slots to fire of a spell or two in every fight in a dungeon while holding a few spells in the other pillars as well. 8 options: 8 choices is just about the limit before players are mentally locked into their character sheet. 9+ options: Mental Lock. Character Investment limit reached. Improvisation gone. So the number of option would be dependent on the resource management system. AT-Will PCs can do with 4 good options with a few less useful stunts. But a full Vania caster with no weapon skill needs at least 5 spells and better is 7.[/mention] [/QUOTE]
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