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General Tabletop Discussion
*Dungeons & Dragons
What is/should be the Ranger's "thing"?
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<blockquote data-quote="Sadrik" data-source="post: 6663561" data-attributes="member: 14506"><p>Correct. Resisted urge to be nuanced on this with you though.</p><p></p><p></p><p>Correct again!</p><p></p><p></p><p>Ah, I see where your biases lay. Why give the illusion of choice if there is only one optimal mechanical choice anyway. And secondarily, if choice is an illusion then why not eliminate all choice and let the designers choose for you. Then you play the game via their vision and hence we already are playing their vision of D&D why not give them all the controls on that vision. Meanwhile, details do not matter, balance is key, because more options and details complicate and make potential abusable instances. Any iterative process, should result in the exact same procedural outcome. YMMV.</p><p></p><p></p><p>All procedural outcomes being the same will allow differences in the operator. Operator errors will be mitigated. This will hone architectural integrity to the core benefit of a role playing game - same anticipated outcomes with different operator input.</p><p></p><p></p><p>Balance is core to all.</p><p></p><p>Sorry for the snarky remarks. I understand your points. I just do not agree.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6663561, member: 14506"] Correct. Resisted urge to be nuanced on this with you though. Correct again! Ah, I see where your biases lay. Why give the illusion of choice if there is only one optimal mechanical choice anyway. And secondarily, if choice is an illusion then why not eliminate all choice and let the designers choose for you. Then you play the game via their vision and hence we already are playing their vision of D&D why not give them all the controls on that vision. Meanwhile, details do not matter, balance is key, because more options and details complicate and make potential abusable instances. Any iterative process, should result in the exact same procedural outcome. YMMV. All procedural outcomes being the same will allow differences in the operator. Operator errors will be mitigated. This will hone architectural integrity to the core benefit of a role playing game - same anticipated outcomes with different operator input. Balance is core to all. Sorry for the snarky remarks. I understand your points. I just do not agree. [/QUOTE]
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Community
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*Dungeons & Dragons
What is/should be the Ranger's "thing"?
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