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What does your collection of AL characters look like?
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<blockquote data-quote="Pauper" data-source="post: 7058733" data-attributes="member: 17607"><p>I'll agree, that seems like a good idea when you first think of it, especially if you plan to play at conventions or other locations where you don't really know what other characters you'll be adventuring with.</p><p></p><p>The problem comes in when, after the first fight, the cleric realizes he doesn't need to worry about healing you and the wizard doesn't need to use spells to buff or otherwise help you get out of a jam. To me, part of what makes a party is the opportunities for PCs to come to each other's aid using their special abilities -- that's the thing that really makes for the cool moments in game that you talk about with your other friends afterward -- and building a character that can do everything himself allows you to do that for your teammates, but prevents them from reciprocating for you.</p><p></p><p>Not to mention that AL adventures frequently continue to follow a 4E design aesthetic when it comes to encounters -- here's the encounter to challenge the 'controller', here's one where the 'leader' needs to step up with heals and buffs, and here's a traditional boss-fight where the strikers can shine. In theory, it's nice to have a character that can step into a role you don't have covered, but in practice, you often find yourself depriving another character of the spotlight in exactly the encounter she's supposed to be shining in.</p><p></p><p>This is more a personal feeling than any sort of 'holy writ' -- if you're still having fun and the table seems to be enjoying themselves, more power to you. I just feel the tables I play at are more entertaining when I'm not the one volunteering to do everything just because I can.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7058733, member: 17607"] I'll agree, that seems like a good idea when you first think of it, especially if you plan to play at conventions or other locations where you don't really know what other characters you'll be adventuring with. The problem comes in when, after the first fight, the cleric realizes he doesn't need to worry about healing you and the wizard doesn't need to use spells to buff or otherwise help you get out of a jam. To me, part of what makes a party is the opportunities for PCs to come to each other's aid using their special abilities -- that's the thing that really makes for the cool moments in game that you talk about with your other friends afterward -- and building a character that can do everything himself allows you to do that for your teammates, but prevents them from reciprocating for you. Not to mention that AL adventures frequently continue to follow a 4E design aesthetic when it comes to encounters -- here's the encounter to challenge the 'controller', here's one where the 'leader' needs to step up with heals and buffs, and here's a traditional boss-fight where the strikers can shine. In theory, it's nice to have a character that can step into a role you don't have covered, but in practice, you often find yourself depriving another character of the spotlight in exactly the encounter she's supposed to be shining in. This is more a personal feeling than any sort of 'holy writ' -- if you're still having fun and the table seems to be enjoying themselves, more power to you. I just feel the tables I play at are more entertaining when I'm not the one volunteering to do everything just because I can. -- Pauper [/QUOTE]
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