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What is the essence of D&D
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<blockquote data-quote="Garthanos" data-source="post: 7806915" data-attributes="member: 82504"><p>Which of them provided anything approaching climactic encounter changing benefits for non-magic aside perhaps from skill challenge structures and 4e assumptions of utility power equity and resource similarity.</p><p></p><p></p><p></p><p>Yeh it can but not if you decide to make wealth an utterly indeterminate thing. That only works in 3e and 4e actually. (ok one might be able to compute expected wealth in 1e and 2e from random encounter tables but not easy)</p><p></p><p></p><p>Yeh one could put risk vs reward in D&D by having spell casting cost hit points as standard and other similar things or one could allow anyone to perform heroic exertions that allow feats of Martial Prowess or feats of Magic of appropriate style. OOPs I just introduced resource commonality to get martial types similar benefits</p><p></p><p>To be clear big climactic significant awesome is part of the imbalance. So magic is more powerful just sucks because it's basically a lime light issue. Oh right random crit fisher fighter gets limelight randomly instead of when its needed gee that cannot be a problem. (everybody should like lack of strategic and tactical choice)</p><p></p><p></p><p>Actiual seen use in the wild 3 or maybe 4 encounters a game week. Shrug assumptions about "encounters a day" having variable impact on your characters depending on which subsystem the game designer thinks is appropriate is a pretty willy nilly as far as everyone contributing. Kind of locks down the story flow. Instead of player choice.</p><p></p><p></p><p>Presumption people begin campaigns at level 1 and play through out when even the games designers didnt do that ... regardless even if they do what you really get is constant imbalance not actual balance. so yeh that was bull when I seen it in 1976. </p><p></p><p>Point is no balance was never easy to achieve.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7806915, member: 82504"] Which of them provided anything approaching climactic encounter changing benefits for non-magic aside perhaps from skill challenge structures and 4e assumptions of utility power equity and resource similarity. Yeh it can but not if you decide to make wealth an utterly indeterminate thing. That only works in 3e and 4e actually. (ok one might be able to compute expected wealth in 1e and 2e from random encounter tables but not easy) Yeh one could put risk vs reward in D&D by having spell casting cost hit points as standard and other similar things or one could allow anyone to perform heroic exertions that allow feats of Martial Prowess or feats of Magic of appropriate style. OOPs I just introduced resource commonality to get martial types similar benefits To be clear big climactic significant awesome is part of the imbalance. So magic is more powerful just sucks because it's basically a lime light issue. Oh right random crit fisher fighter gets limelight randomly instead of when its needed gee that cannot be a problem. (everybody should like lack of strategic and tactical choice) Actiual seen use in the wild 3 or maybe 4 encounters a game week. Shrug assumptions about "encounters a day" having variable impact on your characters depending on which subsystem the game designer thinks is appropriate is a pretty willy nilly as far as everyone contributing. Kind of locks down the story flow. Instead of player choice. Presumption people begin campaigns at level 1 and play through out when even the games designers didnt do that ... regardless even if they do what you really get is constant imbalance not actual balance. so yeh that was bull when I seen it in 1976. Point is no balance was never easy to achieve. [/QUOTE]
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