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General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="loverdrive" data-source="post: 9764919" data-attributes="member: 7027139"><p>In design (including game design), subtracting something often leads to net increase in options and decision-making. There's a reason Akuma is banned in Hyper Fighting, and all that.</p><p></p><p>I don't know if it was you or someone else that voiced the idea that "just adding more weapon options" is a better solution -- and it isn't. Creating new weapons and perks for those weapons only adds choices during character creation -- which, while nice, will inevitably succumb to RPG equivalent of netdecking. It's also, frankly, boring. Meaningful choices should happen during the game, not before it.</p><p></p><p>Casters have to constantly juggle spells and consider which situation warrants spending a spell slot, and which isn't. Fighters just smack people with a stick, because their stick is infinite.</p><p></p><p></p><p>Can =/= will. Sure, you have options! You can run sword&board, or a big two handed ungabunga stick, or two daggers, or...</p><p></p><p>Too bad this interesting choice is</p><p>a) Constrained to character creation</p><p>b) Ultimately meaningless, because there always will be just objectively best damage dealer</p><p></p><p>I don't know what the current meta is, but at the end of the day it's an inevitability -- something will <em>always</em> be the best, especially in an environment where counter-picking isn't a thing (like, say, RPGs...)</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9764919, member: 7027139"] In design (including game design), subtracting something often leads to net increase in options and decision-making. There's a reason Akuma is banned in Hyper Fighting, and all that. I don't know if it was you or someone else that voiced the idea that "just adding more weapon options" is a better solution -- and it isn't. Creating new weapons and perks for those weapons only adds choices during character creation -- which, while nice, will inevitably succumb to RPG equivalent of netdecking. It's also, frankly, boring. Meaningful choices should happen during the game, not before it. Casters have to constantly juggle spells and consider which situation warrants spending a spell slot, and which isn't. Fighters just smack people with a stick, because their stick is infinite. Can =/= will. Sure, you have options! You can run sword&board, or a big two handed ungabunga stick, or two daggers, or... Too bad this interesting choice is a) Constrained to character creation b) Ultimately meaningless, because there always will be just objectively best damage dealer I don't know what the current meta is, but at the end of the day it's an inevitability -- something will [I]always[/I] be the best, especially in an environment where counter-picking isn't a thing (like, say, RPGs...) [/QUOTE]
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Weapons should break left and right
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