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Weapons should break left and right
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<blockquote data-quote="Lanefan" data-source="post: 9772062" data-attributes="member: 29398"><p>Somewhat, yes, as each homebrewer is going to fix it to suit their own tastes and table. I want the underlying framework to be well designed and rock solid, however, with enough discrete modular mostly-independent subsystems to allow me-as-homebrewer to mess with one element while not affecting much, if anything, else.</p><p></p><p>TSR-era D&D got the modularity piece right, though the underlying framework wasn't necessarily as solid as a rock.</p><p></p><p>Game mechanics in Risk (and thousands of other games) tell you you can't play at all any more once your forces get wiped out or you've otherwise met the game's loss condition.</p><p></p><p>With an empty-tank wizard you can still play sub-optimally; and sub-optimal play is always better than not playing at all.</p><p></p><p>Good, as I'm not after a collaborative storytelling game. There's loads of other "indie" games for that sort of thing; were collaborative storytelling my aim I'd pick up one of those and give it a run out.</p><p></p><p>And as D&D is at its heart a wargame, you're in the right place for that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Just because I have a story I want to tell with a character doesn't necessarily mean I'm going to get to tell it. I hold no such entitlement.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9772062, member: 29398"] Somewhat, yes, as each homebrewer is going to fix it to suit their own tastes and table. I want the underlying framework to be well designed and rock solid, however, with enough discrete modular mostly-independent subsystems to allow me-as-homebrewer to mess with one element while not affecting much, if anything, else. TSR-era D&D got the modularity piece right, though the underlying framework wasn't necessarily as solid as a rock. Game mechanics in Risk (and thousands of other games) tell you you can't play at all any more once your forces get wiped out or you've otherwise met the game's loss condition. With an empty-tank wizard you can still play sub-optimally; and sub-optimal play is always better than not playing at all. Good, as I'm not after a collaborative storytelling game. There's loads of other "indie" games for that sort of thing; were collaborative storytelling my aim I'd pick up one of those and give it a run out. And as D&D is at its heart a wargame, you're in the right place for that. :) Just because I have a story I want to tell with a character doesn't necessarily mean I'm going to get to tell it. I hold no such entitlement. [/QUOTE]
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