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<blockquote data-quote="Chaosmancer" data-source="post: 6956063" data-attributes="member: 6801228"><p>I will also call this a continuum, but it also shows up in different ways in the game.</p><p></p><p>I've been watching the videos by Mathew Colville on Youtube, and he brought up an old module (btw I owned the 3.5 books, played 4e and finally got settled into the game by 5e) where the author (I think it was Gygax) laid out the town the heroes were in and where all the townspeople hid their gold, and how much they had. </p><p></p><p>The idea being that the thief would be robbing them or the party might kill the blacksmith for his stuff. </p><p></p><p>Those things don't really happen anymore. Nor do we have as many adventures where we start at the entrance of a dungeon for the sole purpose of delving within, or at least that's what I've heard. </p><p></p><p></p><p>As for character creation, I definitely end up optimizing more. I don't like seeing negative numbers on my sheet. Because when I imagine a character I imagine what they are good at, and then assume they are average on the rest, I don't imagine what they are terrible at. </p><p></p><p>And that is part of my issue with the tables for Ideals and Flaws and such. Some of them are way more extreme that I feel is actually neccesary, and a few things just don't work well in DnD. I've never seen a pacifist character played well in DnD, both times someone has attempted it it just caused a lot of tension in the group. Same with a cowardly character. They are cool concepts, but once the battle has started, a lot of players get frustrated when their party members stand by and do nothing, or run away. </p><p></p><p>On the flip side though, a person who plays an Oath of Devotion Paladin/ Fiend Warlock multi-class is going to be getting a lot of strange looks from me. How the heck do you make those two things fit together? There are certain things that are so far out of the realm of who the character has been presented as, that I can't see them occuring. Like someone who had a crippling fear of water (literally hiding in their cabin, under a blanket while on a boat) jumping through a raging tsunami wave because they were convinced it was an illusion and wanted to convince the party. Their character is would never do that, they've established their fear, they even went back to their fear, and there was no reason to believe it was an illusion in game. They were just convinced that the DM had made it an illusion. </p><p></p><p>Both things have their place in the game obviously, but neither should be the only facet a player or DM considers.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6956063, member: 6801228"] I will also call this a continuum, but it also shows up in different ways in the game. I've been watching the videos by Mathew Colville on Youtube, and he brought up an old module (btw I owned the 3.5 books, played 4e and finally got settled into the game by 5e) where the author (I think it was Gygax) laid out the town the heroes were in and where all the townspeople hid their gold, and how much they had. The idea being that the thief would be robbing them or the party might kill the blacksmith for his stuff. Those things don't really happen anymore. Nor do we have as many adventures where we start at the entrance of a dungeon for the sole purpose of delving within, or at least that's what I've heard. As for character creation, I definitely end up optimizing more. I don't like seeing negative numbers on my sheet. Because when I imagine a character I imagine what they are good at, and then assume they are average on the rest, I don't imagine what they are terrible at. And that is part of my issue with the tables for Ideals and Flaws and such. Some of them are way more extreme that I feel is actually neccesary, and a few things just don't work well in DnD. I've never seen a pacifist character played well in DnD, both times someone has attempted it it just caused a lot of tension in the group. Same with a cowardly character. They are cool concepts, but once the battle has started, a lot of players get frustrated when their party members stand by and do nothing, or run away. On the flip side though, a person who plays an Oath of Devotion Paladin/ Fiend Warlock multi-class is going to be getting a lot of strange looks from me. How the heck do you make those two things fit together? There are certain things that are so far out of the realm of who the character has been presented as, that I can't see them occuring. Like someone who had a crippling fear of water (literally hiding in their cabin, under a blanket while on a boat) jumping through a raging tsunami wave because they were convinced it was an illusion and wanted to convince the party. Their character is would never do that, they've established their fear, they even went back to their fear, and there was no reason to believe it was an illusion in game. They were just convinced that the DM had made it an illusion. Both things have their place in the game obviously, but neither should be the only facet a player or DM considers. [/QUOTE]
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