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Old 08-30-2016, 09:09 AM
maskedmelon maskedmelon is offline
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Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
Good games are actually more about what you can't do than what you can. When you start allowing too much, the game thins out and dies.
It's about meaningful restrictions and creative Liberty, fades. There's no reason why a lithe elf warrior would be physically unable to put on the same robe as her high elf companion. It may not be a good idea, it may not be effective, it might even diminish her standing with her people, but it doesn't make any sense why it would be a physical impossibility.

I'm not talking about contemporary delusions of class balance wherein every class receives a slightly different flavor of the same ability and extensive class specific equipment so that class choice is effectively meaningless. That doesn't make any more sense than artificial limitations.

What does make sense is implementing strong deterrents and profound obstacles to substantiate lore and then allow players to make those decisions. Too many gnomes becoming monks to confirm with lore? Make it more difficult for gnomes to become monks or find suitable equipment (they are tiny after all). Plenty of ways to herd the flock without shoving them single file down a fenced aisle.
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