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General Tabletop Discussion
*Pathfinder & Starfinder
Why Is the Cleric Unfun?
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<blockquote data-quote="Zweischneid" data-source="post: 3878145" data-attributes="member: 11843"><p>Yessir! </p><p></p><p>I'm not very good at tweaking mechanics admittadly, but mechanics IMO ultimately serve the purpose to solve the dilemma of "individual fun" impeaching upon "group fun" or vice versa that you've also described above.</p><p></p><p>If, you'd play the perfect game that would make everybody perfectly happy without any rules at all, there obviously wouldn't be any rules at all. </p><p>Unfortunately, at some point, there always comes to point of "You're dead!" "No, I am not". hence, you need rules to accomodate disputes and set a framework within everyone can have equally fun.</p><p></p><p>But when you reach a point where those rules force somebody to do something "unfun" in the name of "group-fun", you've overshoot the target, you've lost the whole point of getting together (with or without rules) in the first place.</p><p></p><p>So yes, good mechanics should not force me into a trade-off between "my fun" and "your fun", but should provide incentives so that "my fun" also brings the most benefit to you and the group as a whole. </p><p></p><p>With, say a rogue, say, this overlap works reasonably well IMO. </p><p>If my rogue is successfully sneaking around, stealing shiny things, disarm lethal traps, etc.., than I'm likely also contributing to the fun and success of the group as well. If my rogue gets constantly caught and arrested, springs traps and generally fails his job than I'm sooner or later also tarnishing the fun of the group as a whole.</p><p>(The question of whether the rogue is mechanically sound to be a contribution to the group might be another issue, but the underlying concept in the case of a rogue is fine IMO).</p><p></p><p>With a Cleric, this congruence of what I am aiming for and what the group is aiming for doesn't (always) work so well. So you have a problem. </p><p></p><p>Hope that makes sense.</p></blockquote><p></p>
[QUOTE="Zweischneid, post: 3878145, member: 11843"] Yessir! I'm not very good at tweaking mechanics admittadly, but mechanics IMO ultimately serve the purpose to solve the dilemma of "individual fun" impeaching upon "group fun" or vice versa that you've also described above. If, you'd play the perfect game that would make everybody perfectly happy without any rules at all, there obviously wouldn't be any rules at all. Unfortunately, at some point, there always comes to point of "You're dead!" "No, I am not". hence, you need rules to accomodate disputes and set a framework within everyone can have equally fun. But when you reach a point where those rules force somebody to do something "unfun" in the name of "group-fun", you've overshoot the target, you've lost the whole point of getting together (with or without rules) in the first place. So yes, good mechanics should not force me into a trade-off between "my fun" and "your fun", but should provide incentives so that "my fun" also brings the most benefit to you and the group as a whole. With, say a rogue, say, this overlap works reasonably well IMO. If my rogue is successfully sneaking around, stealing shiny things, disarm lethal traps, etc.., than I'm likely also contributing to the fun and success of the group as well. If my rogue gets constantly caught and arrested, springs traps and generally fails his job than I'm sooner or later also tarnishing the fun of the group as a whole. (The question of whether the rogue is mechanically sound to be a contribution to the group might be another issue, but the underlying concept in the case of a rogue is fine IMO). With a Cleric, this congruence of what I am aiming for and what the group is aiming for doesn't (always) work so well. So you have a problem. Hope that makes sense. [/QUOTE]
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Why Is the Cleric Unfun?
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