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Themes: What's the Catch?
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<blockquote data-quote="tyrlaan" data-source="post: 5306659" data-attributes="member: 20998"><p>This right here is the crux (I think) of why anyone is even debating anything here. Aegeri hit on it above.</p><p></p><p>That's not the definition of power creep to me. To me, for a system change or addition to be defined as power creep it has to be a something that leaves other system bits in the dust. An example of this would be if WotC released a book of new PPs, all of which were decidedly more potent than other PPs already in publication. Suddenly, your existing PPs are obsolete because the new ones are clearly more powerful. Think late lifecycle of 3e and you've got a solid picture of what I see as power creep.</p><p></p><p>Using this definition, themes are not power creep. They in no way invalidate or make obsolete any aspect of the game. They are a plug in to the system. Just like backgrounds, skill powers, wild talents, and so on.</p><p></p><p>On the flip side, if your definition of power creep is indeed "getting something for nothing," then it is literally impossible for a game system to not have power creep if it ever releases a product past the first rulebook. Basically, each rulebook provides more options, and these more options definitely are an increase in power, and these options were given over for effectively nothing.</p></blockquote><p></p>
[QUOTE="tyrlaan, post: 5306659, member: 20998"] This right here is the crux (I think) of why anyone is even debating anything here. Aegeri hit on it above. That's not the definition of power creep to me. To me, for a system change or addition to be defined as power creep it has to be a something that leaves other system bits in the dust. An example of this would be if WotC released a book of new PPs, all of which were decidedly more potent than other PPs already in publication. Suddenly, your existing PPs are obsolete because the new ones are clearly more powerful. Think late lifecycle of 3e and you've got a solid picture of what I see as power creep. Using this definition, themes are not power creep. They in no way invalidate or make obsolete any aspect of the game. They are a plug in to the system. Just like backgrounds, skill powers, wild talents, and so on. On the flip side, if your definition of power creep is indeed "getting something for nothing," then it is literally impossible for a game system to not have power creep if it ever releases a product past the first rulebook. Basically, each rulebook provides more options, and these more options definitely are an increase in power, and these options were given over for effectively nothing. [/QUOTE]
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Themes: What's the Catch?
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