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<blockquote data-quote="Cap'n Kobold" data-source="post: 6955914" data-attributes="member: 6802951"><p>Initially the game was a bit more adversarial between the DM and the players, with the characters being more tactical pieces that might be killed quite often. Rerolling often assigned stats in order, then the player would try to fit those ability scores into whatever class they went best</p><p>With the growth of the expectation that a PC might survive longer, so also grew the thought that a PC might have an actual character, with its own personality rather than just being the player's avatar in the game.</p><p>So also did the option of assigning ability rolls to specific abilities strengthen the idea of starting with a character concept and creating a character fitting that concept.</p><p>Both of these options reinforced each other and people grew more attached to their characters and willing to think about them as actual people inhabiting their worlds. With that came the concept that they might have preferences that might be suboptimal within the game, such as a warrior choosing to use an axe rather than a sword for example.</p><p></p><p> Making a fellow player feel bad or lose enjoyment because they aren't roleplaying as you'd like is just as much of a jerk move as doing so because they aren't optimising as you'd like. Extremes to the level where you are impairing the fun of the game should be avoided.</p><p></p><p></p><p>How or why you made the choices for your character are irrelevant. If the character is fun for the other player's characters to interact with and isn't outshining any of them to the point where they feel marginalised, and you are having fun playing it, then it is a good character.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6955914, member: 6802951"] Initially the game was a bit more adversarial between the DM and the players, with the characters being more tactical pieces that might be killed quite often. Rerolling often assigned stats in order, then the player would try to fit those ability scores into whatever class they went best With the growth of the expectation that a PC might survive longer, so also grew the thought that a PC might have an actual character, with its own personality rather than just being the player's avatar in the game. So also did the option of assigning ability rolls to specific abilities strengthen the idea of starting with a character concept and creating a character fitting that concept. Both of these options reinforced each other and people grew more attached to their characters and willing to think about them as actual people inhabiting their worlds. With that came the concept that they might have preferences that might be suboptimal within the game, such as a warrior choosing to use an axe rather than a sword for example. Making a fellow player feel bad or lose enjoyment because they aren't roleplaying as you'd like is just as much of a jerk move as doing so because they aren't optimising as you'd like. Extremes to the level where you are impairing the fun of the game should be avoided. How or why you made the choices for your character are irrelevant. If the character is fun for the other player's characters to interact with and isn't outshining any of them to the point where they feel marginalised, and you are having fun playing it, then it is a good character. [/QUOTE]
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