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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Ovinomancer" data-source="post: 8187036" data-attributes="member: 16814"><p>You're comparing competitive MtG to a casual 3e game. There are absolutely build choices in 3e that can result in significant difference in effectiveness just like in MtG.</p><p></p><p></p><p>Trap cards in MtG are called such not because they reduce your deck to uselessness, but because their actual function is different from their initial appearance of function. They aren't necessarily bad cards, but you need system mastery to understand how they actually work -- just like your Alert example here, it's fine if it's a pre-req to something that justifies it's cost.</p><p></p><p>My experience be damned, eh? I've built they thematic chatacter with skill focus in Intimidate, only to have the bard character be much, much better at it without trying solely due to synergy bonus from the skills he did pick. Even trying to have a fighter/rogue be good at intimidate was a trap option because a bard will bury you without effort, thenatics be damned. (By the by, for oldtimers here, the bard was played by Hypersmurf.)</p><p></p><p>There are tons of trap options on 3.x. So far, the counter to this is a vague handwave that assumds a completely casual game where all players are choosing these options.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8187036, member: 16814"] You're comparing competitive MtG to a casual 3e game. There are absolutely build choices in 3e that can result in significant difference in effectiveness just like in MtG. Trap cards in MtG are called such not because they reduce your deck to uselessness, but because their actual function is different from their initial appearance of function. They aren't necessarily bad cards, but you need system mastery to understand how they actually work -- just like your Alert example here, it's fine if it's a pre-req to something that justifies it's cost. My experience be damned, eh? I've built they thematic chatacter with skill focus in Intimidate, only to have the bard character be much, much better at it without trying solely due to synergy bonus from the skills he did pick. Even trying to have a fighter/rogue be good at intimidate was a trap option because a bard will bury you without effort, thenatics be damned. (By the by, for oldtimers here, the bard was played by Hypersmurf.) There are tons of trap options on 3.x. So far, the counter to this is a vague handwave that assumds a completely casual game where all players are choosing these options. [/QUOTE]
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