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<blockquote data-quote="Oofta" data-source="post: 8546249" data-attributes="member: 6801845"><p>Put me down as "I don't see a problem". I <em>do</em> think the game works better if you have more encounters, I usually get in 4-10 between long rests. It may not be official guideline, but it sure seems like the game is balanced around that. The designers had to make <em>some</em> assumptions along the way. I use the gritty rest rules when I DM, but I've played up to 20th with a fighter when we did not and I never saw an issue.</p><p></p><p>But I don't really care if my PC plays a different role in the group. If I want a charismatic fighter, I can do that. Grab the right background and don't tank charisma. If I really care use one of my ASIs to either bump up my charisma or, if allowed, take prodigy. As far as "game changing", I simply accept that my PC is not the quarterback. That doesn't mean the quarterback could do much without the rest of the team. Major turning points in games I've been involved with revolve around character decisions and why the do what they do, not how they accomplish it.</p><p></p><p>Much like [USER=6879661]@TheSword[/USER], I also think a lot of the "major differences" are artificial. No teleport? The campaign scenery and method of achieving a goal will be different. Either the game will focus more on the journey, which can be fun, it will be handwaved, or something in between. If the DM sets up a scenario where the only way out of a collapsing tower is to teleport out, I think that's poor game design. There should always be multiple ways to overcome obstacles. </p><p></p><p>I said in the other thread, I'll say it again. I think the wizard should be able to do awesome things now and then because my fighter gets to do cool things all the time. I want to play a game where we're emulating a reasonably grounded fantasy novel. Making fighters into yet another supernatural PC or a demi god doesn't do that.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8546249, member: 6801845"] Put me down as "I don't see a problem". I [I]do[/I] think the game works better if you have more encounters, I usually get in 4-10 between long rests. It may not be official guideline, but it sure seems like the game is balanced around that. The designers had to make [I]some[/I] assumptions along the way. I use the gritty rest rules when I DM, but I've played up to 20th with a fighter when we did not and I never saw an issue. But I don't really care if my PC plays a different role in the group. If I want a charismatic fighter, I can do that. Grab the right background and don't tank charisma. If I really care use one of my ASIs to either bump up my charisma or, if allowed, take prodigy. As far as "game changing", I simply accept that my PC is not the quarterback. That doesn't mean the quarterback could do much without the rest of the team. Major turning points in games I've been involved with revolve around character decisions and why the do what they do, not how they accomplish it. Much like [USER=6879661]@TheSword[/USER], I also think a lot of the "major differences" are artificial. No teleport? The campaign scenery and method of achieving a goal will be different. Either the game will focus more on the journey, which can be fun, it will be handwaved, or something in between. If the DM sets up a scenario where the only way out of a collapsing tower is to teleport out, I think that's poor game design. There should always be multiple ways to overcome obstacles. I said in the other thread, I'll say it again. I think the wizard should be able to do awesome things now and then because my fighter gets to do cool things all the time. I want to play a game where we're emulating a reasonably grounded fantasy novel. Making fighters into yet another supernatural PC or a demi god doesn't do that. [/QUOTE]
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