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Wizard vs Fighter - the math
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<blockquote data-quote="Scott Christian" data-source="post: 9175566" data-attributes="member: 6901101"><p>I personally agree with this sentiment. However, there is something that should be noted - when a group actively plays against the suggested play styles of a game, and they actively refuse to use rule variants suggested by the game, then the problem is "the system." But it is a problem for them, not the majority.</p><p></p><p>I remember when we were young and switched from Rolemaster to Gygax's Dangerous Journeys. We played for six months, but weren't happy. We rewrote half of the rules (powers, spells, classes, etc.) inside that book. It took us about a year. And then, in the end, we still were not happy. So we rewrote more rules and piecemealed supplements from other games. And we still were not happy. We had created Frankenstein's monster, a bulbous, puffy, flesh-sewn creature with parts dangling in disarray; an asymmetrical design that was strong, fast, smart (imho), yet terrible. </p><p></p><p>We were not happy. We switched to MERP (Middle Earth Roleplaying). We were suddenly happy.</p><p></p><p>Sometimes, at a certain stage in a roleplayer's life, the game they love does not fit. It may again in ten years. It may not. The intrinsic design is not at fault. But there are times where it is "the system's" fault. It's just faulty for that table though, not for most of the people who play.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9175566, member: 6901101"] I personally agree with this sentiment. However, there is something that should be noted - when a group actively plays against the suggested play styles of a game, and they actively refuse to use rule variants suggested by the game, then the problem is "the system." But it is a problem for them, not the majority. I remember when we were young and switched from Rolemaster to Gygax's Dangerous Journeys. We played for six months, but weren't happy. We rewrote half of the rules (powers, spells, classes, etc.) inside that book. It took us about a year. And then, in the end, we still were not happy. So we rewrote more rules and piecemealed supplements from other games. And we still were not happy. We had created Frankenstein's monster, a bulbous, puffy, flesh-sewn creature with parts dangling in disarray; an asymmetrical design that was strong, fast, smart (imho), yet terrible. We were not happy. We switched to MERP (Middle Earth Roleplaying). We were suddenly happy. Sometimes, at a certain stage in a roleplayer's life, the game they love does not fit. It may again in ten years. It may not. The intrinsic design is not at fault. But there are times where it is "the system's" fault. It's just faulty for that table though, not for most of the people who play. [/QUOTE]
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