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Would you like to see Psionics as core rules?
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<blockquote data-quote="Voneth" data-source="post: 648463" data-attributes="member: 1016"><p>Yes, this comment does beggar the question "Well if you don't let your players use the rules, did YOU play them to find out if they were 'broken?'"</p><p></p><p>Since I have really gotten back into rpg discussions, I've found out that a lot of people (I am not including Paradoxish in this statement) are "arm chair" game designers. They read something, think about it in only a certain situation, and then label it the best or worst thing since sliced bread without even trying to play it first.</p><p></p><p>I am going through this right now on the Mutants and Masterminds fourm. A new guy will say that X power is broken, until someone points out that X has no defense for Y, Z and A powers. Then the new guy says that "Well, those powers must be broken too!" Until he is told that powers B,C, and D and counter act Y,Z and A and so on until he gets the clue that the game, when it is reviewed on the whole, is balanced.</p><p></p><p>It gets the point that I begining to follow a friends advice (he playtest CCGs for a hobby), when someone says something is broken, odds are the guy needs to spend another 10 hours of playing to really understand what he is talking about.</p><p></p><p></p><p></p><p>Lets not forget the pulp authors that inspired certain aspects of DnD (or that classic DnD "moutain" adventure). Authors such as Lovecraft, Moorecock and Jack Vance (who's Dying Earth books not only inspired the "spell slot" system so vaunted by the "let's keep it only Fantasy" crowd here, but was a Science Fantasy setting in itself.)</p></blockquote><p></p>
[QUOTE="Voneth, post: 648463, member: 1016"] Yes, this comment does beggar the question "Well if you don't let your players use the rules, did YOU play them to find out if they were 'broken?'" Since I have really gotten back into rpg discussions, I've found out that a lot of people (I am not including Paradoxish in this statement) are "arm chair" game designers. They read something, think about it in only a certain situation, and then label it the best or worst thing since sliced bread without even trying to play it first. I am going through this right now on the Mutants and Masterminds fourm. A new guy will say that X power is broken, until someone points out that X has no defense for Y, Z and A powers. Then the new guy says that "Well, those powers must be broken too!" Until he is told that powers B,C, and D and counter act Y,Z and A and so on until he gets the clue that the game, when it is reviewed on the whole, is balanced. It gets the point that I begining to follow a friends advice (he playtest CCGs for a hobby), when someone says something is broken, odds are the guy needs to spend another 10 hours of playing to really understand what he is talking about. Lets not forget the pulp authors that inspired certain aspects of DnD (or that classic DnD "moutain" adventure). Authors such as Lovecraft, Moorecock and Jack Vance (who's Dying Earth books not only inspired the "spell slot" system so vaunted by the "let's keep it only Fantasy" crowd here, but was a Science Fantasy setting in itself.) [/QUOTE]
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