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General Tabletop Discussion
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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<blockquote data-quote="Ahnehnois" data-source="post: 6248822" data-attributes="member: 17106"><p>To the extent that this minority exists, I think it's been driven specifically by disenchantment with D&D. I see plenty of people holding on to older editions of D&D, and some who started with D&D but have moved on to other games, which don't carry the same expectations.</p><p></p><p>I think D&D very specifically has the connotation of limited knowledge and power for the players and a very active DM; the word "Dungeon Master" is one of the few things that casual players or general gamers who don't know much about roleplaying understand.</p><p></p><p>Certainly, I'm nowhere near the end of that spectrum; authoritarian and even adversarial DMing are significant schools of though in the community, as is method acting roleplaying. I once had a DM who banned the players from <em>owning</em> a DMG because he didn't want us to know what was in it. Never mind people who use pregenerated characters or otherwise take away parts of the one avenue the players do have to influence the world: their characters.</p><p></p><p>These days, what I think about when I'm actually preparing for a game is not the mechanics. Conversely, I spend a lot of effort tackling some really exciting creative goals. I'd really like to keep it that way.</p><p></p><p>The only thing that would shake me from that is a transition as compelling and as easy as moving from 2e to 3e, and even then only maybe.</p><p></p><p>Not playing it immersively has some issues as well. It's very difficult to create a sense of stakes if the players aren't feeling the same emotions as their characters on some level.</p><p></p><p>I believe this is the rationale for E6. It's true that the power curve of D&D has always been sharp. And this is an expectation that I think is baked in for most of us. If you're playing, you deserve rewards, and they'd better be tangible and large. I found that in running D&D, if the characters went more than a couple of sessions without gaining a level, the players start complaining. However, this rate of advancement leads to arguably untenable game world implications.</p><p></p><p>Those implications aren't any more damaging than is inherent in any setting where people have large power differences, including various comic book, sci fi, and fantasy works. Authors of genre fiction all have their own means of tackling the power difference issue.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6248822, member: 17106"] To the extent that this minority exists, I think it's been driven specifically by disenchantment with D&D. I see plenty of people holding on to older editions of D&D, and some who started with D&D but have moved on to other games, which don't carry the same expectations. I think D&D very specifically has the connotation of limited knowledge and power for the players and a very active DM; the word "Dungeon Master" is one of the few things that casual players or general gamers who don't know much about roleplaying understand. Certainly, I'm nowhere near the end of that spectrum; authoritarian and even adversarial DMing are significant schools of though in the community, as is method acting roleplaying. I once had a DM who banned the players from [I]owning[/I] a DMG because he didn't want us to know what was in it. Never mind people who use pregenerated characters or otherwise take away parts of the one avenue the players do have to influence the world: their characters. These days, what I think about when I'm actually preparing for a game is not the mechanics. Conversely, I spend a lot of effort tackling some really exciting creative goals. I'd really like to keep it that way. The only thing that would shake me from that is a transition as compelling and as easy as moving from 2e to 3e, and even then only maybe. Not playing it immersively has some issues as well. It's very difficult to create a sense of stakes if the players aren't feeling the same emotions as their characters on some level. I believe this is the rationale for E6. It's true that the power curve of D&D has always been sharp. And this is an expectation that I think is baked in for most of us. If you're playing, you deserve rewards, and they'd better be tangible and large. I found that in running D&D, if the characters went more than a couple of sessions without gaining a level, the players start complaining. However, this rate of advancement leads to arguably untenable game world implications. Those implications aren't any more damaging than is inherent in any setting where people have large power differences, including various comic book, sci fi, and fantasy works. Authors of genre fiction all have their own means of tackling the power difference issue. [/QUOTE]
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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