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General Tabletop Discussion
*Pathfinder & Starfinder
What Player Abilities Should the Game Encourage?
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<blockquote data-quote="Gryph" data-source="post: 5870447" data-attributes="member: 98071"><p>Very interesting topic. Thanks for putting this together and cross posting it here. My two cents on each of your areas:</p><p> </p><p>Optimization: I feel that a system that rewards character building optimization has a tendency to gt in the way of play. A certain amount of optimization is unavoidable but I would prefer the system minimize the rewards for this behavior.</p><p> </p><p>Preparation: This one is imortant to me. I consider of the cornerstones of exploration style play and I want plenty of system support in the form of spells/abilities to help with information gathering and good player and dm advice on incorporating information gathering into the game. (I want my players to read that advice).</p><p> </p><p>Knowing your DM: I think this is one of those skills that some players will develop and some won't. I prefer the game system remain silent in this area.</p><p> </p><p>Knowing your fellow player: D&D is mostly played as a cooperative game so I think the system should address, in the form of advice, table etiquette and party communication. Otherwise, it should allow player synergy to develop organically during play without tryng to force it and with challenges built on the expectation of its existence.</p><p> </p><p>Puzzle Solving: I'd like to have lots of crunchy little bits to help the DM build puzzles, tricks and traps and lots of good examples with advice on how to change them up to keep them fresh. Puzzles, are like a good spice to me, used judiciously they make the D&D experience better. Used with a heavy or unpracticed hand they can make the experience unpalatable.</p><p> </p><p>Strategic Gaming: I go back and forth on this area. I like the option of including intricate, strategivc/tactical combats. I also like the ability to present fights with lesser significance in a simpler and streamlined fashion. So I want this strongly supported but not required.</p><p> </p><p>Lorekeeping: Much like "Know your DM", I think some players will do it and some will not. I'm not sure how the designers can offer meaningful guidance in this area.</p><p> </p><p>Aggressive Roleplay: This is the one area I'd like to see D&D borrow from systems that offer strong mechanical support. I have houseruled in complications subsystems (similiar to Hero System). It would be interesting to see Themes come with the cost of a character complication to round out the character background space.</p></blockquote><p></p>
[QUOTE="Gryph, post: 5870447, member: 98071"] Very interesting topic. Thanks for putting this together and cross posting it here. My two cents on each of your areas: Optimization: I feel that a system that rewards character building optimization has a tendency to gt in the way of play. A certain amount of optimization is unavoidable but I would prefer the system minimize the rewards for this behavior. Preparation: This one is imortant to me. I consider of the cornerstones of exploration style play and I want plenty of system support in the form of spells/abilities to help with information gathering and good player and dm advice on incorporating information gathering into the game. (I want my players to read that advice). Knowing your DM: I think this is one of those skills that some players will develop and some won't. I prefer the game system remain silent in this area. Knowing your fellow player: D&D is mostly played as a cooperative game so I think the system should address, in the form of advice, table etiquette and party communication. Otherwise, it should allow player synergy to develop organically during play without tryng to force it and with challenges built on the expectation of its existence. Puzzle Solving: I'd like to have lots of crunchy little bits to help the DM build puzzles, tricks and traps and lots of good examples with advice on how to change them up to keep them fresh. Puzzles, are like a good spice to me, used judiciously they make the D&D experience better. Used with a heavy or unpracticed hand they can make the experience unpalatable. Strategic Gaming: I go back and forth on this area. I like the option of including intricate, strategivc/tactical combats. I also like the ability to present fights with lesser significance in a simpler and streamlined fashion. So I want this strongly supported but not required. Lorekeeping: Much like "Know your DM", I think some players will do it and some will not. I'm not sure how the designers can offer meaningful guidance in this area. Aggressive Roleplay: This is the one area I'd like to see D&D borrow from systems that offer strong mechanical support. I have houseruled in complications subsystems (similiar to Hero System). It would be interesting to see Themes come with the cost of a character complication to round out the character background space. [/QUOTE]
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What Player Abilities Should the Game Encourage?
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