Crothian
First Post
buzz said:In D&D, the only mechanic that touches on "who" is Alignment
Why would one need mechanics to define who one is?
buzz said:In D&D, the only mechanic that touches on "who" is Alignment
Mark_Plemmons said:I think that's sadly true more often than it's not. One example from the PHB II really sticks out in my mind: the expanded barbarian class now offers an automatically activated boost to combat prowess and durability, removing the need for "this often complicated tactical decision", i.e., rage.
Heaven forbid that players should have to consider tactics.
buzz said:The option pushes barbarians to act according to their idiom: jump into the thick of things and soak up damage. It's akin to how berserkers in Iron Heroes get tokens for being hit.
I don't see how this obviates tactical thinking any more or less than any other class ability.
It's not a matter of need. It's a matter of, if you want your game to be about the "who," then, ideally, that's backed up with "who" mechanics.Crothian said:Why would one need mechanics to define who one is?
I don't agree. Besides supporting the Barb's idiom, it adds a new dimension to the already-tactical management of the the hit point resource. Now, instead of just tracking how many rages they have left for the day (which, at high levels, becomes near-meaningless, IME), the player needs to weigh whether they want to risk the hit point loss in exchange for getting their fury to activate. It's literally a class ability you have to risk death in order to use. That's pretty interesting.Mark Plemmons said:Well, it's an automatic action, not something that the player has to determine when to use, so it naturally eliminates a certain degree of tactical thinking.
The impression I got from the thread was that one option being for "thinking people" and the other not is a totally bogus distinction. That's certainly the conclusion I support.Mark Plemmons said:I brought it up because I feel that it ties in to the "who you are" (some have argued this as the "thinking person's choice") versus "what you are" (the "pick from a list" person).
buzz said:It's not a matter of need. It's a matter of, if you want your game to be about the "who," then, ideally, that's backed up with "who" mechanics.
It's not an issue of being there or not. It's focus. If you want your game to be about something, having the system support that something mechanically theoretically makes it easier.Crothian said:Is it because if it isn't there people forget about it ot tend to move away?
IMO, having a mechanic for "who you are" to put the focus on that, is only good for enforcing that part for those indifferent or worse to that area. Those that are interested will focus on that regardless.buzz said:It's not an issue of being there or not. It's focus. If you want your game to be about something, having the system support that something mechanically theoretically makes it easier.
I agree.Crothian said:Why would one need mechanics to define who one is?
buzz said:D&D doesn't care about your PCs beliefs or childhood traumas. Nothing in the system allows them to directly impact the game (barring Alignment, to a degree). You have to go outside the ruleset in order to give them weight. Some people like doing it this way, some people like having mechanical support built-in.