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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="billd91" data-source="post: 8187494" data-attributes="member: 3400"><p>Value laden connotations abound here. </p><p></p><p>Some characters may have an easier route to higher values, that doesn't necessarily make their options better if you're set on playing a barbarian for other reasons and yet still want to be better at intimidation (particularly being as good at it as a barbarian who had the luck to have a significantly higher charisma) than you would be if you hadn't bought the feat.</p><p>I don't agree that the game appeared to present the goal of being impressive at intimidation as realistic when it was doomed to failure. That character might still be impressive at intimidation - just on a somewhat more expensive path to it (which is OK - the game doesn't need to be played with a style of maximizing bonuses) than someone else on a different path.</p><p></p><p>So it may not be the highest degree of optimization, but I wouldn't characterize non-optimal as being a trap. There's no deception going on here suckering a mark into a poor choice. You might have opted for a more efficient choice with something else, but the choice made here isn't necessarily bad. And in other circumstances, particularly ones where simpler characters without a lot of conditional stuff to have to remember are preferred (just to name an example), the feat may be a perfectly fine choice.</p></blockquote><p></p>
[QUOTE="billd91, post: 8187494, member: 3400"] Value laden connotations abound here. Some characters may have an easier route to higher values, that doesn't necessarily make their options better if you're set on playing a barbarian for other reasons and yet still want to be better at intimidation (particularly being as good at it as a barbarian who had the luck to have a significantly higher charisma) than you would be if you hadn't bought the feat. I don't agree that the game appeared to present the goal of being impressive at intimidation as realistic when it was doomed to failure. That character might still be impressive at intimidation - just on a somewhat more expensive path to it (which is OK - the game doesn't need to be played with a style of maximizing bonuses) than someone else on a different path. So it may not be the highest degree of optimization, but I wouldn't characterize non-optimal as being a trap. There's no deception going on here suckering a mark into a poor choice. You might have opted for a more efficient choice with something else, but the choice made here isn't necessarily bad. And in other circumstances, particularly ones where simpler characters without a lot of conditional stuff to have to remember are preferred (just to name an example), the feat may be a perfectly fine choice. [/QUOTE]
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