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Forked Thread: TURTLEDOME!: Finnian
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<blockquote data-quote="KenHood" data-source="post: 4841407" data-attributes="member: 4413"><p>[sblock=Yeah...]I wanted to move the discussion, because discussing character options can fill up a lot of the thread. Want to keep the narrative separate.[/sblock]</p><p>I think the real issue is whether or not you want to keep Finnian as a Beastmaster. If you keep Erlai, archer is a better fit. If you dump Erlai, you dump a part of your character's story. </p><p></p><p>Granted, it can happen 'in-story' because Erlai would fade from existence as part of the Origami Rat Event (O.R.E.). Finnian wouldn't remember Erlai, but everyone else would.</p><p></p><p>---</p><p></p><p>The second issue is which you enjoy more: the role-playing or having a combat-effective character. If part of the roleplaying aspect of Finnian is that he is functionally incompetent in several areas and you build his stats to represent this, you have to accept the mechanical results of this decision. </p><p></p><p>If having a character who is good in a fight because of his archery skills conflicts with the 'gee-whiz farm boy' naivete you want to create--well, you've got to figure out if Finnian's story is flexible enough to support him being good at something. </p><p></p><p>So, the question: Is it less fun when Finnian doesn't do well in a fight? </p><p></p><p>If the answer is yes, then you need to make the choice that will increase your enjoyment.</p><p></p><p>I had a friend who always had great ideas for character back-stories, personalities, and so forth. We were playing in a point-based system (ala GURPS), and he spent most of his points on beer-brewing skills for his character, because his back-story involved him being part of the family business before becoming an adventurer. When we'd get into fights, his character was next to useless. He got so frustrated, he'd start screaming and throwing dice and even went so far as to accuse me of favoritism towards the other players, because they fought better. He'd hate playing.</p><p></p><p>He loved his characters at initial creation. Spent hours coming up with all their foibles and traits, but he never enjoyed playing them for more than a couple of sessions before he'd get so angry at their limitations that he hated them. (I remember he got upset that his paranoid-schizophrenic character wouldn't act like a normal person.)</p><p></p><p>You've got to make a character that's fun to role-play and <strong>game</strong>-play.</p></blockquote><p></p>
[QUOTE="KenHood, post: 4841407, member: 4413"] [sblock=Yeah...]I wanted to move the discussion, because discussing character options can fill up a lot of the thread. Want to keep the narrative separate.[/sblock] I think the real issue is whether or not you want to keep Finnian as a Beastmaster. If you keep Erlai, archer is a better fit. If you dump Erlai, you dump a part of your character's story. Granted, it can happen 'in-story' because Erlai would fade from existence as part of the Origami Rat Event (O.R.E.). Finnian wouldn't remember Erlai, but everyone else would. --- The second issue is which you enjoy more: the role-playing or having a combat-effective character. If part of the roleplaying aspect of Finnian is that he is functionally incompetent in several areas and you build his stats to represent this, you have to accept the mechanical results of this decision. If having a character who is good in a fight because of his archery skills conflicts with the 'gee-whiz farm boy' naivete you want to create--well, you've got to figure out if Finnian's story is flexible enough to support him being good at something. So, the question: Is it less fun when Finnian doesn't do well in a fight? If the answer is yes, then you need to make the choice that will increase your enjoyment. I had a friend who always had great ideas for character back-stories, personalities, and so forth. We were playing in a point-based system (ala GURPS), and he spent most of his points on beer-brewing skills for his character, because his back-story involved him being part of the family business before becoming an adventurer. When we'd get into fights, his character was next to useless. He got so frustrated, he'd start screaming and throwing dice and even went so far as to accuse me of favoritism towards the other players, because they fought better. He'd hate playing. He loved his characters at initial creation. Spent hours coming up with all their foibles and traits, but he never enjoyed playing them for more than a couple of sessions before he'd get so angry at their limitations that he hated them. (I remember he got upset that his paranoid-schizophrenic character wouldn't act like a normal person.) You've got to make a character that's fun to role-play and [B]game[/B]-play. [/QUOTE]
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