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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Thomas Shey" data-source="post: 8188399" data-attributes="member: 7026617"><p>The issue is that the recovery capability is vastly different in single event problems, and character design elements, especially since cascade problems (where a decision early in the character's career ends up walking them down the primrose path to hell over time) are far more likely.</p><p></p><p>Basically, there's at least the opportunity to run the hell away when something goes wrong during an adventure. The closest equivalent to that in character design errors in the 3e era was to create a whole new character and hope the GM was understanding about level introduction.</p><p></p><p>(Also, I should note there are people who are not big fans of needing too much skillful play in-game, far as that goes; a fair number of people want to just go out and slug things. If you want to see examples of this in the wild, follow PF2e threads for a while).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8188399, member: 7026617"] The issue is that the recovery capability is vastly different in single event problems, and character design elements, especially since cascade problems (where a decision early in the character's career ends up walking them down the primrose path to hell over time) are far more likely. Basically, there's at least the opportunity to run the hell away when something goes wrong during an adventure. The closest equivalent to that in character design errors in the 3e era was to create a whole new character and hope the GM was understanding about level introduction. (Also, I should note there are people who are not big fans of needing too much skillful play in-game, far as that goes; a fair number of people want to just go out and slug things. If you want to see examples of this in the wild, follow PF2e threads for a while). [/QUOTE]
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