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What are bad ideas in RPGs?
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<blockquote data-quote="Set" data-source="post: 4526782" data-attributes="member: 41584"><p>Other ways to do this are to have telepaths do battle in a psychic space, which removes them from the encounter temporarily, or to have dream-quests, or for shaman to use either option, having spiritual battles in separate spaces, all systems I've seen used or encouraged in supplements for fantasy games to add the 'decker problem' to D&D.</p><p> </p><p>A character might have a specific 'split-the-party' mechanic built-in, particularly if it's aquatic or able to fly (and accompanying a party that can't provide aquatic or aerial options to everyone), prompting the sea elf or raptoran to 'just scout ahead' and go wandering into that Dire Shark that was supposed to challenge the entire darn party.</p><p> </p><p>But yeah, Shadowrun was the worst, having specific classes *designed* to only work apart from everyone else.</p><p> </p><p> </p><p>A related bother is games where one character type's actions take significantly longer to resolve. This can be a fault of a system (Villains & Vigilantes granted extra actions for higher Agility scores, so that your character might go once or twice in a round, while the speedster was taking five or six actions, each spaced out throughout the round, meaning it was all-speedster, all-the-time). This can be a fault of a particularly badly-designed spell (Evard's Infinitely Game-Time-Wasting Tentacles, I'm looking at you!).</p></blockquote><p></p>
[QUOTE="Set, post: 4526782, member: 41584"] Other ways to do this are to have telepaths do battle in a psychic space, which removes them from the encounter temporarily, or to have dream-quests, or for shaman to use either option, having spiritual battles in separate spaces, all systems I've seen used or encouraged in supplements for fantasy games to add the 'decker problem' to D&D. A character might have a specific 'split-the-party' mechanic built-in, particularly if it's aquatic or able to fly (and accompanying a party that can't provide aquatic or aerial options to everyone), prompting the sea elf or raptoran to 'just scout ahead' and go wandering into that Dire Shark that was supposed to challenge the entire darn party. But yeah, Shadowrun was the worst, having specific classes *designed* to only work apart from everyone else. A related bother is games where one character type's actions take significantly longer to resolve. This can be a fault of a system (Villains & Vigilantes granted extra actions for higher Agility scores, so that your character might go once or twice in a round, while the speedster was taking five or six actions, each spaced out throughout the round, meaning it was all-speedster, all-the-time). This can be a fault of a particularly badly-designed spell (Evard's Infinitely Game-Time-Wasting Tentacles, I'm looking at you!). [/QUOTE]
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