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*Dungeons & Dragons
What are the Roles now?
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<blockquote data-quote="Aenghus" data-source="post: 6529756" data-attributes="member: 2656"><p>This'll end badly I predict, but I'll try.</p><p></p><p>I can dislike something without giving a reason, so can anyone. </p><p></p><p>Likes and dislikes are primarily emotional, aesthetic, there may or may not be explainable reasons behind them, and those reasons are sometimes strawman rationalisations. While people are entitled to their likes and dislikes, providing explanations for that don't make any sense to some of the audience produce this incoherent mess of failure to communicate.</p><p></p><p>I have encountered RPGs I instinctively dislike before. Typically I don't make much of an effort to learn them properly and a number of times I have discovered that I made mistakes in my initial examination of the RPG and elements of it worked differently to how I initially thought. I have changed my mind multiple times on liking or disliking particular mechanics.</p><p></p><p>Players and referees who dislike (or think they dislike) a game or module may come out and say it, or consciously or unconsciously try to sabotage it, or try and be fair and objective. The latter is really, really difficult, I realise. </p><p></p><p>When I look for information on a random topic I generally look for feedback from experts who appreciate the topic and have made an extensive study of it, and those who dislike it and give coherent, rational reasons why, not those who hate it and want to bury it.</p><p></p><p>To me roles are about sustainable consistent ability, not short term tactics. Given the postings from the "dislike roles" faction have centered around short term, maybe improvised, tactics maybe that's one of the differences being illustrated. As a player I tend by default to want to minimise risk and stick to the tried and trusted. Amongst other player types there are those who (from my perspective) get bored quickly with risk-minimisation strategies and prefer more adrenaline-soaked risky play. Some D&D editions support the former better than the latter and vice versa. I personally hate the swingy slot machine concept for RPGs, but I know I'm far to one side of the curve on this issue.</p><p></p><p>But if you want to emphasise short-term non-repeatable tactics maybe you don't want many consistent, sustainable abilities in the RPG.</p><p></p><p>Of course, all versions of D&D have had consistent, sustainable abilities for various classes across the editions, some classes more than others, some editions more than others, but have had different emphasises on randomness and player skill vs PC skill.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6529756, member: 2656"] This'll end badly I predict, but I'll try. I can dislike something without giving a reason, so can anyone. Likes and dislikes are primarily emotional, aesthetic, there may or may not be explainable reasons behind them, and those reasons are sometimes strawman rationalisations. While people are entitled to their likes and dislikes, providing explanations for that don't make any sense to some of the audience produce this incoherent mess of failure to communicate. I have encountered RPGs I instinctively dislike before. Typically I don't make much of an effort to learn them properly and a number of times I have discovered that I made mistakes in my initial examination of the RPG and elements of it worked differently to how I initially thought. I have changed my mind multiple times on liking or disliking particular mechanics. Players and referees who dislike (or think they dislike) a game or module may come out and say it, or consciously or unconsciously try to sabotage it, or try and be fair and objective. The latter is really, really difficult, I realise. When I look for information on a random topic I generally look for feedback from experts who appreciate the topic and have made an extensive study of it, and those who dislike it and give coherent, rational reasons why, not those who hate it and want to bury it. To me roles are about sustainable consistent ability, not short term tactics. Given the postings from the "dislike roles" faction have centered around short term, maybe improvised, tactics maybe that's one of the differences being illustrated. As a player I tend by default to want to minimise risk and stick to the tried and trusted. Amongst other player types there are those who (from my perspective) get bored quickly with risk-minimisation strategies and prefer more adrenaline-soaked risky play. Some D&D editions support the former better than the latter and vice versa. I personally hate the swingy slot machine concept for RPGs, but I know I'm far to one side of the curve on this issue. But if you want to emphasise short-term non-repeatable tactics maybe you don't want many consistent, sustainable abilities in the RPG. Of course, all versions of D&D have had consistent, sustainable abilities for various classes across the editions, some classes more than others, some editions more than others, but have had different emphasises on randomness and player skill vs PC skill. [/QUOTE]
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