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*Dungeons & Dragons
What is balance to you, and why do you care (or don't)?
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<blockquote data-quote="Lanefan" data-source="post: 8624770" data-attributes="member: 29398"><p>In part because I want a world where even a commoner with no class abilities at all can still have a small chance of being useful during an adventure...or even where a whole party of non-levelled commoners can try their hand at adventuring and maybe make something out of it.</p><p></p><p>Yes, I'm arguing that all people can at least try all physical abilities and that in many cases adventuring skills might have no bearing on the odds. In D&D, no class has any special ability to bend bars/lift gates; so depending on the DM's ruling it's either open for anyone to try or nobody can do it. Making Fighters better at it as a class feature is a good idea, but in no way do I want that to negatively affect everyone else's odds of success.</p><p></p><p>Obviously, 'try' might be as far as some ever get for some abilities or actions that are simply beyond them, but that's also true of PCs.</p><p></p><p>I suspect on a broader scale I just don't see - and don't want to see - adventurers (whether PCs or not) as being all that special or all that far removed from the common populace, particularly at low and even into mid levels. They're just braver.</p><p></p><p>I don't care if two people are playing characters who are mechanically exactly the same. I expect those players (including myself, if I'm one of them) to find ways of making those characters different through roleplay and personality.</p><p></p><p>Monks already have lots of things that are unique to them, so they can come out of this discussion.</p><p></p><p>Barbarians - well, I've never really seen much point to the class in any case.</p><p></p><p>Rogues and Fighters, being non-magical and - like it or not - being closer in scope to the mundane common folk than any other classes, don't really do anything different than other people, they just do it (sometimes a <em>very</em> great deal) better. I mean hell, I could pick up a sword and swing it at someone, but given my utter lack of sword skill I'd likely just make a fool of myself. A trained Fighter is just better at it - by leaps and bounds - than I am.</p><p></p><p>What's unique to Fighters is - or should be - just how much better they are or can be at fighting than anyone else. Ideally things like weapon focus, specialization, and so on should only be open to Fighters; and more than that, only open to <em>single-class</em> Fighters. (side note: I think many things should only be open to single-class characters, to discourage multi-classing and particularly to discourage "dipping"; but that's a whole other issue)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8624770, member: 29398"] In part because I want a world where even a commoner with no class abilities at all can still have a small chance of being useful during an adventure...or even where a whole party of non-levelled commoners can try their hand at adventuring and maybe make something out of it. Yes, I'm arguing that all people can at least try all physical abilities and that in many cases adventuring skills might have no bearing on the odds. In D&D, no class has any special ability to bend bars/lift gates; so depending on the DM's ruling it's either open for anyone to try or nobody can do it. Making Fighters better at it as a class feature is a good idea, but in no way do I want that to negatively affect everyone else's odds of success. Obviously, 'try' might be as far as some ever get for some abilities or actions that are simply beyond them, but that's also true of PCs. I suspect on a broader scale I just don't see - and don't want to see - adventurers (whether PCs or not) as being all that special or all that far removed from the common populace, particularly at low and even into mid levels. They're just braver. I don't care if two people are playing characters who are mechanically exactly the same. I expect those players (including myself, if I'm one of them) to find ways of making those characters different through roleplay and personality. Monks already have lots of things that are unique to them, so they can come out of this discussion. Barbarians - well, I've never really seen much point to the class in any case. Rogues and Fighters, being non-magical and - like it or not - being closer in scope to the mundane common folk than any other classes, don't really do anything different than other people, they just do it (sometimes a [I]very[/I] great deal) better. I mean hell, I could pick up a sword and swing it at someone, but given my utter lack of sword skill I'd likely just make a fool of myself. A trained Fighter is just better at it - by leaps and bounds - than I am. What's unique to Fighters is - or should be - just how much better they are or can be at fighting than anyone else. Ideally things like weapon focus, specialization, and so on should only be open to Fighters; and more than that, only open to [I]single-class[/I] Fighters. (side note: I think many things should only be open to single-class characters, to discourage multi-classing and particularly to discourage "dipping"; but that's a whole other issue) [/QUOTE]
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