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General Tabletop Discussion
*Dungeons & Dragons
Too many cooks (a DnDN retrospective)
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<blockquote data-quote="Crazy Jerome" data-source="post: 6052948" data-attributes="member: 54877"><p>emphasis added ...</p><p> </p><p></p><p> </p><p>I get the attitude. I think the means suggested to get there are often poorly considered--and not infrequently directly counter-productive to the stated goals. That's why we get tons of posts that boil down to, "Hey, this thing isn't satisfying enough people. I think it should be locked into this highly specialized, particular method that appeals to me, and that will solve the problem." The words are all English, but the thought makes no sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>At the risk of being thought snarky <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />, there is a difference between each class <strong><em>being</em></strong> special versus each class <strong><em>feeling</em></strong> special. I'd like for each class to be (somewhat) special, because I don't really see any point in having several nigh-identical classes. Whereas the feeling is something that is partially in the class mechanics, <strong>but also</strong> partially in the campaign/flavor/world/fluff/etc. that surrounds the class <strong>and also</strong> partially in what the group brings to the particular game (such as various playstyle bits). </p><p> </p><p>People are confused on the concept of "modular". It doesn't mean, "embed my preferences into the mechanics, and other people can swap it if they want." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6052948, member: 54877"] emphasis added ... I get the attitude. I think the means suggested to get there are often poorly considered--and not infrequently directly counter-productive to the stated goals. That's why we get tons of posts that boil down to, "Hey, this thing isn't satisfying enough people. I think it should be locked into this highly specialized, particular method that appeals to me, and that will solve the problem." The words are all English, but the thought makes no sense. :p At the risk of being thought snarky ;), there is a difference between each class [B][I]being[/I][/B] special versus each class [B][I]feeling[/I][/B] special. I'd like for each class to be (somewhat) special, because I don't really see any point in having several nigh-identical classes. Whereas the feeling is something that is partially in the class mechanics, [B]but also[/B] partially in the campaign/flavor/world/fluff/etc. that surrounds the class [B]and also[/B] partially in what the group brings to the particular game (such as various playstyle bits). People are confused on the concept of "modular". It doesn't mean, "embed my preferences into the mechanics, and other people can swap it if they want." :D [/QUOTE]
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