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6/25/2025, 5:23:11 PM
I will quote what a contact of mine has spoken on the subject:
>The design of the game seems to clash with itself, like it's not sure what it wants to be.
>On the one hand, the game wants to have crunchy classes, with specific features and domains being able to do precisely what they say - a specific status, a specific amount of damage, in a specific area.
>On the other, many of the mechanics of the game, even in combat, rely almost entirely on GM fiat.
>I feel like this tension hurts both sides of the game:
>The fiction-first side is hampered by the crunch, because it would feel unfair to grant certain effects when certain abilities grant those effects, especially if they have a resource cost (and there's also the opportunity cost of picking that class and that ability).
>The tactical-combat side is somewhat neutered because choosing the correct abilities and strategizing well is less rewarding when the combat scene and potentially even your abilities are inherently unpredictable, or potentially devalued, based on the GM's calls.
>The design of the game seems to clash with itself, like it's not sure what it wants to be.
>On the one hand, the game wants to have crunchy classes, with specific features and domains being able to do precisely what they say - a specific status, a specific amount of damage, in a specific area.
>On the other, many of the mechanics of the game, even in combat, rely almost entirely on GM fiat.
>I feel like this tension hurts both sides of the game:
>The fiction-first side is hampered by the crunch, because it would feel unfair to grant certain effects when certain abilities grant those effects, especially if they have a resource cost (and there's also the opportunity cost of picking that class and that ability).
>The tactical-combat side is somewhat neutered because choosing the correct abilities and strategizing well is less rewarding when the combat scene and potentially even your abilities are inherently unpredictable, or potentially devalued, based on the GM's calls.
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