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General Tabletop Discussion
*Dungeons & Dragons
Warlocks' patrons vs. Paladin Oaths and Cleric Deities
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<blockquote data-quote="EzekielRaiden" data-source="post: 9861546" data-attributes="member: 6790260"><p>To really engage with what <em>you</em> are describing, you'd need a classless system--so that everyone could in fact use the same rules.</p><p></p><p>It is <em>precisely</em> the fact that D&D wants a class-based system <em>and</em> wants NPCs who only appear once <em>and</em> wants everyone to work by precisely the same rules 100% of the time, that causes this issue.</p><p></p><p>If you relax any of those three requirements, the problem is averted. Not class-based? Awesome, every enemy can be bespoke designed to fit the needs it's supposed to fit, you just avoid the types of resources that would cause issues when building things--and players can likewise adjust themselves to suit. Enemy NPCs actually have rules for expressing how much they've been active in the world? Awesome, no problem, enemies with a whole day's worth of spells will only be a problem if players stupidly go after them shortly after they've rested--at which point it's the players' problem, not a problem with the rules. And, of course, not expecting all entities to work by only and precisely 100% identical mechanics? Awesome, the problem is nipped in the bud because you just design your monsters to work correctly in the function they're supposed to serve (being a one-and-done challenge to face, whether or not they reappear on some other day).</p><p></p><p>But when you try to enforce <em>all three</em> things: class-based, single-use NPCs, AND perfect rules uniformity? Yeah, you're <em>going</em> to have issues, because the system's design is including a set of assumptions which are collectively contradictory.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9861546, member: 6790260"] To really engage with what [I]you[/I] are describing, you'd need a classless system--so that everyone could in fact use the same rules. It is [I]precisely[/I] the fact that D&D wants a class-based system [I]and[/I] wants NPCs who only appear once [I]and[/I] wants everyone to work by precisely the same rules 100% of the time, that causes this issue. If you relax any of those three requirements, the problem is averted. Not class-based? Awesome, every enemy can be bespoke designed to fit the needs it's supposed to fit, you just avoid the types of resources that would cause issues when building things--and players can likewise adjust themselves to suit. Enemy NPCs actually have rules for expressing how much they've been active in the world? Awesome, no problem, enemies with a whole day's worth of spells will only be a problem if players stupidly go after them shortly after they've rested--at which point it's the players' problem, not a problem with the rules. And, of course, not expecting all entities to work by only and precisely 100% identical mechanics? Awesome, the problem is nipped in the bud because you just design your monsters to work correctly in the function they're supposed to serve (being a one-and-done challenge to face, whether or not they reappear on some other day). But when you try to enforce [I]all three[/I] things: class-based, single-use NPCs, AND perfect rules uniformity? Yeah, you're [I]going[/I] to have issues, because the system's design is including a set of assumptions which are collectively contradictory. [/QUOTE]
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Warlocks' patrons vs. Paladin Oaths and Cleric Deities
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