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General Tabletop Discussion
*Pathfinder & Starfinder
Why do players like rogues/thieves?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5845700" data-attributes="member: 54877"><p>That same missing potential has been there for several classes from the start, and there is a jump in assumption there that is not warranted from the facts as we know them.</p><p> </p><p>This whole conversation reminds me of a thing I read about a highly successful business man who got his start by supplying vending machines. He got significantly more sales than most of his peers in those machines, and his pay was based on that. Management noticed, dug and dug, and finally discovered that what he was doing was so common sense to him, that he didn't even think about it.</p><p> </p><p>Unlike his peers, he made a point of keeping the machine filled, and then making his counts off of what was used, instead of what was left. If something wasn't touched, he'd swap it out for something else or double up on a popular item. Eventually, he would get the machine where almost every slot was almost empty right before he filled it again. He explained that if you let things run out, then people went with their second and then third choices--but they did not buy as fast because those weren't first choices. And if something sat too long, it was thought stale even if he swapped it. </p><p> </p><p>If you make classes with too many extremes, all that tells you is that some people like some extreme parts well enough to put up with the other extreme parts. It doesn't tell you their preferences on parts.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5845700, member: 54877"] That same missing potential has been there for several classes from the start, and there is a jump in assumption there that is not warranted from the facts as we know them. This whole conversation reminds me of a thing I read about a highly successful business man who got his start by supplying vending machines. He got significantly more sales than most of his peers in those machines, and his pay was based on that. Management noticed, dug and dug, and finally discovered that what he was doing was so common sense to him, that he didn't even think about it. Unlike his peers, he made a point of keeping the machine filled, and then making his counts off of what was used, instead of what was left. If something wasn't touched, he'd swap it out for something else or double up on a popular item. Eventually, he would get the machine where almost every slot was almost empty right before he filled it again. He explained that if you let things run out, then people went with their second and then third choices--but they did not buy as fast because those weren't first choices. And if something sat too long, it was thought stale even if he swapped it. If you make classes with too many extremes, all that tells you is that some people like some extreme parts well enough to put up with the other extreme parts. It doesn't tell you their preferences on parts. [/QUOTE]
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Why do players like rogues/thieves?
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