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<blockquote data-quote="JamesonCourage" data-source="post: 5900476" data-attributes="member: 6668292"><p>I hope this is the case <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Well, I'm also an advocate of a person who is able to push themselves above a "6" in the scale that you describe. So, I'd like the min-maxer to be able to achieve a 8/1/1, if they want. Maybe not 10/1/1, but some return on the hurt they've given themselves.</p><p></p><p>Again, I'm all for making it clear exactly what this does to balance. Mutants & Masterminds has a little entry next to time travel saying "hey, this superpower can mess things up. Be careful allowing it." This is not bad design, necessarily. It's certainly not forced design.</p><p></p><p>The good part is it's optional. This isn't "your class can do this, but it's stupidly powerful. But, be careful when you use it; it's stupidly powerful, and can mess things up!" That is, you're not <em>given</em> the ability, then warned about using it. It's completely optional. M&M makes it "you can take this, but be careful with it, as it may make the game worse." That's good advice. If certain things say "you can do this to make your character hyper-specialized, but be careful, it'll make you great in your area while making you contribute little or nothing outside of it, which can upset the game's assumed balance" I'm okay with that.</p><p></p><p>I want the option to be incompetent in areas, but I want some return on it, even if it's not 1 for 1. If it's a scale of 3/3/3, maybe every time I raise an area over 3 I lose 1 point in the other two areas. So, I can have a 5, but I'm at 5/1/1. I can have a 4, but that puts me at 4/2/2 or 4/3/1, my choice. Obviously 3/3/3 is the most rewarded (it has the highest total), and 5/1/1 is the most punished (it has the lowest total), but I have the option on how to control my concept.</p><p></p><p>I want to be able to be trade things, and I'm a much bigger fan of advice on "hey, this mess things up" than I am of "no, you must be proficient in these areas, and no, you cannot shine more than other people in these things, even if you hyper-specialize." But, I think that advice is a lot more necessary, whether we're talking about playing well with the party (alignments, gods, mercenary vs morality, etc.), not bringing in-game conflict into real life, etc. Again, though, I'm okay with balance being the baseline, and this all being optional or in a module. And, again, these are just my preferences. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5900476, member: 6668292"] I hope this is the case :) Well, I'm also an advocate of a person who is able to push themselves above a "6" in the scale that you describe. So, I'd like the min-maxer to be able to achieve a 8/1/1, if they want. Maybe not 10/1/1, but some return on the hurt they've given themselves. Again, I'm all for making it clear exactly what this does to balance. Mutants & Masterminds has a little entry next to time travel saying "hey, this superpower can mess things up. Be careful allowing it." This is not bad design, necessarily. It's certainly not forced design. The good part is it's optional. This isn't "your class can do this, but it's stupidly powerful. But, be careful when you use it; it's stupidly powerful, and can mess things up!" That is, you're not [I]given[/I] the ability, then warned about using it. It's completely optional. M&M makes it "you can take this, but be careful with it, as it may make the game worse." That's good advice. If certain things say "you can do this to make your character hyper-specialized, but be careful, it'll make you great in your area while making you contribute little or nothing outside of it, which can upset the game's assumed balance" I'm okay with that. I want the option to be incompetent in areas, but I want some return on it, even if it's not 1 for 1. If it's a scale of 3/3/3, maybe every time I raise an area over 3 I lose 1 point in the other two areas. So, I can have a 5, but I'm at 5/1/1. I can have a 4, but that puts me at 4/2/2 or 4/3/1, my choice. Obviously 3/3/3 is the most rewarded (it has the highest total), and 5/1/1 is the most punished (it has the lowest total), but I have the option on how to control my concept. I want to be able to be trade things, and I'm a much bigger fan of advice on "hey, this mess things up" than I am of "no, you must be proficient in these areas, and no, you cannot shine more than other people in these things, even if you hyper-specialize." But, I think that advice is a lot more necessary, whether we're talking about playing well with the party (alignments, gods, mercenary vs morality, etc.), not bringing in-game conflict into real life, etc. Again, though, I'm okay with balance being the baseline, and this all being optional or in a module. And, again, these are just my preferences. As always, play what you like :) [/QUOTE]
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