Sunderstone
First Post
So are you claiming that I am innocent or admitting that you are guilty?
more bait to add drama

So are you claiming that I am innocent or admitting that you are guilty?
I call players like that lone-wolves, to each his own.
I'm still scratching my head, trying to figure out how making effective characters can get in the way of good roleplaying.
-O
I am more of the mind set that my group doesn't want to be nailed down to one type of adventure. We want a little bit of everything, and we don't find our characters unsuited for any particular adventure or storyline, despite us actually interested in exploring it.Then I think you are setting your party up for failure... or again by using the type of characters they create as a blueprint, you can create the type of game they are interested in playing... you know like in 4e where they talk about the different types of players.
You seem to be of the mindset that you want to control the type of adventures the players will experience, yet you don't want to give the players enough of a guideline so that they know what to expect, and I find myself at odds with this.
The thing is that the player choice doesn't have to be nailed down for an entire campaign or character lifespan.I believe that by letting players create the type of character they want and structuring my adventures around them, it creates a more enjoyable play experience for us all. Or give them enough guidelines so that they know what will be stressed in the adventure so they know in a general sense what type of PC to create.
Either way, just like in 4e, a DM will have to construct his adventures to suit his particular players choices.
Well we will just have to disagree here. I think it's cool that in 3.5 I could have two Rogues, who were actually better at different things outside of combat. One could be a "natural" at cracking mechanical and arcane devices (Nimble Fingers) while another could be specialized in bump and snatches (Deft Hands + Skill Focus). It gives the characters schticks in the game and niches outside of combat. In 4e, with the broader skills and general two ways of improving them (Training and Focus), it's much harder to do this. In general two rogues will be about equal in skills they both take.
It is still a class-based system. If i want to be someone that is defending his comrades, I play a Defender role class in the first place. If he is supposed to be "rogueish", then I pick up a few skills in that area. (As a Fighter, I could take Streetwise as one of my class skills, and pick up a Rogue multiclass feat for Thievery).Yet it's ok to be stuck in combat "roles" as niches. Why can't my rogue be a controller? Or my wizard or fighter be a striker? As long as the areas are covered. It's a double standard, no one will usurp your combat role... but any and everyone can usurp any niche you might have outside of combat.
If you wanted to play a healer, did you play a Fighter in 3E? If you wanted to play a thief, did you play a Paladin?
You mean my philosophy is not that my players have fun? Or that I am unwilling to adjust the adventures to suite the preferences of my players? (That's a philosophy). Well, you are wrong on both accounts.In the end I think it's a difference of philosophies. I run my games so my players can have fun. For me the well oiled tactical swat team play is secondary to a player getting the chance to explore and have fun with the type of character they want to. I as a DM will gladly adjust my adventures so that my players are having fun, in the areas thay want to experience. Different strokes for different folks I guess.
The thing is that I as a player and the members of my group do enjoy a lot of different themes - we have certainly a focus on enjoying combat, but we want and enjoy different themes, too, and limiting ourselves exclusively to one theme because of our character builds is unsatisfying.
On a more general notion, as you said, there are different types of role-players. And the appear in the same group. The best way to entertain them all is ensure that you can run a varied game, so that the butt-kicker gets to kick butts, and the immersive role-player gets to engage in complex negotations, without marginalizing the other characters. If a butt-kicker can still contribute to a social challenge with his Streetwise skill, he'll enjoy it far more as when he's hoping there will be violence along the road, too.
If the immersive role-player knows that he can pull his own weight despite having focused all character build choices on social NPC interaction, he will feel a lot more engaged.
No. I think I find this option inappropriate for a game where you play adventurers. Characters that "sacrifice" their combat ability for the sake of a niche outside of combat are NPCs, not adventurers. Being on an adventure always means facing the threat of life, and you better be able to deal with that. It also means having to make friends, gathering information, researching stuff, exploring the wilderness...Well, what if they are willing or want to sacrifice combat capability for capability in another area or even to have a niche outside of combat that the more combat focused character can't usurp. Should they have that choice if they want too?
It is definitely against my (or my groups) intentions on how to play the game - free to run any type of adventure.
Which 3E supplements actually gives interesting "story-telling"/narrative mechanics? I might want to have a look at that, because I might want to convert them to 4E or at least be inspired by it. So far, I think Exalted 2e and Torg gave me the most interesting ideas.Agree with this... the problem for me is that with the wealth of 3.5 books I have available, I already have these types of things, and thus it is really hard for 4e to appeal to my groups playstyle.
No. I think I find this option inappropriate for a game where you play adventurers. Characters that "sacrifice" their combat ability for the sake of a niche outside of combat are NPCs, not adventurers. Being on an adventure always means facing the threat of life, and you better be able to deal with that. It also means having to make friends, gathering information, researching stuff, exploring the wilderness...
It is definitely against my (or my groups) intentions on how to play the game - free to run any type of adventure.
Personally, I"m not sure why "be allowed to suck in combat but shine in non-combat" is considered good game design.
You'll note that SHADOWRUN in its latest edition moved away from that and SR, moreso than any other game, had the hacker playing his own little sub-game while everyone else stood back.
Really, if a party consists of 6 characters, 2 of which are good in-combat and out of combat, 3 that are good in combat but poor out of combat and only 1 that is good out of combat and poor in combat, why wouldn't the DM focus more attention on combat.
Why, for concept-I-don't-believe-in sake, should a game force extra work on the DM? Why can't the game system just support the player that wants to focus his character on combat and the player that wants to focus his character outside of combat together in one game? WHy does the DM or the players have to prioritize what they want out this specific game? Why does the character build mechanic have to lock me into deciding between combat or non-combat? Why can't it support me to chose me a combat focus _and_ a non-combat focus?
Why do I have to decide between a campaign focusing on political intrigue vs. a campaign focusing on exploration vs a campaign focusing on combat?
it doesn't matter whether I as a DM accommodate for the players character build choices or whether the players character build choices accommodate for the DMs choice of campaign - in the end, one side is restricted by the mechanics of the game to using only a subset of the games possibilities. The game is not living to its full potential then.
Games with a strong theme like Call of Cthulhu doesn't (need to) have this problem because it generally doesn't assume a lot of combat. (And if it happens, its deadly for everyone).