A good design would be equal difficulty for any build anyway, wouldn't it? Only different tactics. Not favoring the mage over the warrior in encounter A, for instance, and giving everyone (roughly) the same opportunities to shine or be used as a floor-wiping device by the adversary. How can an encounter designer know a build in advance and so know that their design is fool-proof? And how is respeccing different from taking such and such companions according to their respective abilities, provided you know in advance whom you gonna fight?Fisto The Sexbot wrote...
Like Wulfram said it's pretty bad for encounter design. Let's pretend for a moment that combat abilities in Dragon 3 will require a lot of strategy and there are definite benefits and offsets to certain character builds. Certain mobs will probably have different strengths and weaknesses. If the player is given the possibility to adapt so easily to all these encounters, it could make even a complex design
If people want to familiarize themselves with different character builds I imagine there have to be better ways than infinite potions of respec.
And again, what compels you to respec on demand? Where would be the incentive, really? You seem to believe that everyone wants to cheat the game, easier encounters etc... while there are other reasons to respec than having every fight being a (boring) piece of cake. And yes, experimenting is one, as is revising a build that's bad only because you didn't know the system, limitations and functioning of a given game in advance, or because you realize after a while that no, it really doesn't fit your style (nor mentioning getting rid of those default skills you get at creation which you'll never use and which take a precious slot). Or (again) for RPGing purpose and character development.





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