Post by Azherae on 2021-08-18 23:17:58
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In general, during design, one should do the absolute most you can to avoid any situation where two classes are 'playing a different game' in a passive sense. Now, obviously, this doesn't mean 'make everyone entirely the same', some diversity must exist, but whenever you find yourself adding diversity for 'flavor', you run the risk of creating an imbalance you didn't think of, and upsetting some niche player for effectively no reason.
"This class has X trait, but not Y trait, this other class has Y trait, but not X."
When the trait in question is 'a modification of something around an average' it works well. When it is 'you get to take this approach and the other doesn't' it tends to need to be limited to single player games.
That is, of course, if you want people to feel free and have variety. A situation that has the chance to lead to a player going 'I could help do this in this situation but I put all my skills into Dagger and my class can't use Daggers to block' feels bad without specifically adding anything to the game.
If your goal was 'to make classes more likely to choose certain weapons', sure, but that's almost explicitly not Intrepid's goal. Consider the Rogue who, for some reason, doesn't want to even take Stealth or whatever 'roll evade' skill is available. This is possible in Ashes. If there are good enough other reasons to choose Rogue over another Archetype, this is still valid.
Actually, it's because the Archetypes are likely to be so well defined with the structure of 'you not only aren't required to take every skill, you can't' (they might mean 'can't take all to max' though), that this happens. A Rogue has reasons to be Rogue that don't necessarily fit a given thing.
So our hypothetical 'no Stealth, no secondary Active Dodge' Rogue that still wants to use Dual Wielded Daggers for some reason has lost a mechanic that is 'available to many other classes' without getting the 'thing you figured was the reason the Rogue didn't need that mechanic'.
It's the same 'danger' as making it so that you need a Shield to block. In Ashes, this isn't great. Tanks don't all want to use Shields. Now Intrepid has to design encounters that either 'require Tanks that don't want to use Shields, to use them anyway', or 'possibly make Shield Tanking overpowered relative to anything else' (so that the Halberd Tank doesn't die constantly). Which then leads to 'Shield nerfs' in the next balance pass...
When you could just let everyone block (and for various PvP reasons this is better design anyway).