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A Revised Necromancer Subclass?
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<blockquote data-quote="Neonchameleon" data-source="post: 9157992" data-attributes="member: 87792"><p>So "If you want to play a theme you should make up house rules to do it". Not only is this pretty close to the the Oberoni fallacy, <em>why</em> do you think WotC should make you do this extra immersion breaking step when, as has been shown repeatedly, they have the tools to do it.</p><p></p><p>Indeed. You can just ignore the rules of the game and any implicit worldbuilding within the rules to go and do your own thing. But if you are going to do that why do you give WotC a single penny?</p><p></p><p>When WotC presents a theme, that you need to put blinkers onto your PC in order to make them make sense demonstrates nothing more than that they have provided a bad version of the theme. Especially when this is not something that you would need to do for good design.</p><p></p><p>You are literally asking me to not roleplay, or to only roleplay suicidal madmen. Of <em>course</em> I'm going to optimise my in character choices. Surviving combat is a literal matter of life and death in character. My character in a game with a significant combat is going to know their tools as well as a soldier knows their kit; their life depends on it. And if they care about their lives they are going to spend far more time than I ever will working out their best choices and strategies, whether making notes in a book or talking and picking up stories. It is not an exaggeration to say there is a good chance their life, the lives of their closes companions, and possibly even the fate of the world may depend on it. And on their ability to push any soft boundaries.</p><p></p><p>I feel bad for any roleplayers who are so disconnected from their characters that they don't even get deeply enough into the heads of those characters to have them care about things that are likely to keep them alive. Because as far as I'm concerned ... what they are doing isn't roleplaying.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9157992, member: 87792"] So "If you want to play a theme you should make up house rules to do it". Not only is this pretty close to the the Oberoni fallacy, [I]why[/I] do you think WotC should make you do this extra immersion breaking step when, as has been shown repeatedly, they have the tools to do it. Indeed. You can just ignore the rules of the game and any implicit worldbuilding within the rules to go and do your own thing. But if you are going to do that why do you give WotC a single penny? When WotC presents a theme, that you need to put blinkers onto your PC in order to make them make sense demonstrates nothing more than that they have provided a bad version of the theme. Especially when this is not something that you would need to do for good design. You are literally asking me to not roleplay, or to only roleplay suicidal madmen. Of [I]course[/I] I'm going to optimise my in character choices. Surviving combat is a literal matter of life and death in character. My character in a game with a significant combat is going to know their tools as well as a soldier knows their kit; their life depends on it. And if they care about their lives they are going to spend far more time than I ever will working out their best choices and strategies, whether making notes in a book or talking and picking up stories. It is not an exaggeration to say there is a good chance their life, the lives of their closes companions, and possibly even the fate of the world may depend on it. And on their ability to push any soft boundaries. I feel bad for any roleplayers who are so disconnected from their characters that they don't even get deeply enough into the heads of those characters to have them care about things that are likely to keep them alive. Because as far as I'm concerned ... what they are doing isn't roleplaying. [/QUOTE]
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