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lowkey13
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Sure. I would say fluidity is the key; don't walk into Session Zero (whether that be at the table, or by email, or however else you organize your games) with a particular vision or idea of what your character or the game should be. Walk in with 10 ideas, and hopefully you leave with 10 new ideas and ways to make a concept you like that will facilitate the play style of the game.So, that whole "whats best for the group character selection always seemed to me to be rather fluid and depends on the campaign, the setting and the group.
Clearly this is absurd and a false comparison. And dollar to doughnuts, you probably are aware of this.
I use training for power more often to get power than some fellows is not a magic carrot by any stretch. If you see it as equivalent I am not sure what to say. Its no longer a reasonable debate on any level.
It's an argument to absurdity, sure, but the underlying point is valid. If some warlocks or clerics can do whatever they want without risk of losing their powers, but other warlocks and clerics have to follow lots of rules and restrictions in order to keep their powers, then anyone in the latter camp is kind of a chump by comparison.Clearly this is absurd and a false comparison. And dollar to doughnuts, you probably are aware of this.
I use training for power more often to get power than some fellows is not a magic carrot by any stretch. If you see it as equivalent I am not sure what to say. Its no longer a reasonable debate on any level.
It's an argument to absurdity, sure, but the underlying point is valid. If some warlocks or clerics can do whatever they want without risk of losing their powers, but other warlocks and clerics have to follow lots of rules and restrictions in order to keep their powers, then anyone in the latter camp is kind of a chump by comparison.
I'm not saying that a player can't have a reasonable interpretation of what a class description is saying, and have it vary in significant ways from the reasonable interpretation that their DM has; but there are limits on what can be reconciled, even if everyone is acting in good faith. And that limit is going to vary from person to person, but ultimately it's the DM's call as to whether it makes sense for that to be a thing in their world or not.
It's an argument to absurdity, sure, but the underlying point is valid. If some warlocks or clerics can do whatever they want without risk of losing their powers, but other warlocks and clerics have to follow lots of rules and restrictions in order to keep their powers, then anyone in the latter camp is kind of a chump by comparison.
I'm not saying that a player can't have a reasonable interpretation of what a class description is saying, and have it vary in significant ways from the reasonable interpretation that their DM has; but there are limits on what can be reconciled, even if everyone is acting in good faith. And that limit is going to vary from person to person, but ultimately it's the DM's call as to whether it makes sense for that to be a thing in their world or not.
It's entirely a matter of degree, as to what sort of discrepancy a given DM is willing to tolerate, but the only real point here is that it's the DM's call. If a player invents new fluff for their character, and the DM isn't cool with it, then the player needs to respect that decision.Some classes are more powerful than warlocks. Other class is more powerful than X. The world breaks because some people make "suboptimal" chump choices. Again, not buying world collapse over some people (a single PC?) getting a better deal. At all.
If you say this exception rips the fabric of your reality, I suggest a different material
It's entirely a matter of degree, as to what sort of discrepancy a given DM is willing to tolerate, but the only real point here is that it's the DM's call. If a player invents new fluff for their character, and the DM isn't cool with it, then the player needs to respect that decision.
"Why couldn't a good DM make it work in their campaign?"
Nobody is saying a good Gm couldn't.
Nobody at all.
At least, nobody i have seen here on this thread.
The implied "if you say no your not a good GM" is just a slant at dismissing the other side.
As i and quite a few others have said already in this thread time and time again, we say yes a lot, we allow these things a lot, we allow lots and lots and lots of new backstories and new clever player stuff all the time.
We really, if you read even a decent number of posts really do not need you to encourage us to try what we have already been doing for years, and in some cases, decades.
A core issue at discussion here is "does a Gm have to" and there doesn't really seem to be any disagreement on "can a gm include these kinds of things" at all - except when it gets paired with "good gm" or "campaign so fragile" and so on.
Gms can allow lots of backstory and fluf and based on what i have read here most if not all of the GMs objecting to some of the "hands off must allow" examples do allow and include them a lot.
So, my deepest appreciation for you encouraging me to just try... to maybe say yes unless i have a compelling reason to say no - even though i have stated it over and over thru the thread and of course its not at all condescending of you to phrase it this way with "good gm" thrown in for good measure.
You claim I implied a lot that I didn't. I'd suggest you're falsely inferring a lot of intent that isn't there. ...
If you're seeing condescension, perhaps you might consider the possibility it's just you reading it looking for that tone when it's not present? For example, you mention what "you" have said throughout the thread as if all of my comments were directed at "you" when my comment wasn't even TO you, you just jumped in! Somehow you made my comment to LowKey13 about you, and then accused others of being condescending?