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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="Bedrockgames" data-source="post: 6249489" data-attributes="member: 85555"><p>I just re-read the drizzt novels (the dark elf trilogy, not the later books or icewindale) and was not only struck by how much the game system factored into the flavor of the world and how the characters saw themselves, but it reminded me just how much all that stuff colored our sense of fantasy settings. Obviously lots of the stuff does get handwaved because it is a fantasy setting, and the focus isn't usually on drilling down into all the possible implications of every mechanic. </p><p></p><p>Eberon was mentioned, and I have to say, while i know the setting had fans, it never really inspired me the way Dark Sun, Ravenloft, or even Forgotten Realms did. So I am not sure i want i setting that takes all the mechanical underpinings of the game and contemplates their full effect on a fantasy world. Again, i didn't play Eberron much, so no sure how well it succeeds at that. But assuming it is a succesful example, i thini i would rather handwave some of these things as long as they are not glaring or painfully obvious to me (and i have to admit, many of the things people are pointing to regarding magic, really haven't occured to me much). </p><p></p><p>One thing to consider though if you are going to incorporate the magic system into the setting creation. How common spellcasters are, how common player charavter type figures are, etc is an importa t consideration. You could have serious earthshaking magic, but if only two people int he entire world have access to it, then its impact on the setting is far different than if twenty thousand or a million people have access to it.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6249489, member: 85555"] I just re-read the drizzt novels (the dark elf trilogy, not the later books or icewindale) and was not only struck by how much the game system factored into the flavor of the world and how the characters saw themselves, but it reminded me just how much all that stuff colored our sense of fantasy settings. Obviously lots of the stuff does get handwaved because it is a fantasy setting, and the focus isn't usually on drilling down into all the possible implications of every mechanic. Eberon was mentioned, and I have to say, while i know the setting had fans, it never really inspired me the way Dark Sun, Ravenloft, or even Forgotten Realms did. So I am not sure i want i setting that takes all the mechanical underpinings of the game and contemplates their full effect on a fantasy world. Again, i didn't play Eberron much, so no sure how well it succeeds at that. But assuming it is a succesful example, i thini i would rather handwave some of these things as long as they are not glaring or painfully obvious to me (and i have to admit, many of the things people are pointing to regarding magic, really haven't occured to me much). One thing to consider though if you are going to incorporate the magic system into the setting creation. How common spellcasters are, how common player charavter type figures are, etc is an importa t consideration. You could have serious earthshaking magic, but if only two people int he entire world have access to it, then its impact on the setting is far different than if twenty thousand or a million people have access to it. [/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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