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Archetypes, are they useful anymore?
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<blockquote data-quote="Desdichado" data-source="post: 3225441" data-attributes="member: 2205"><p>I'm extremely confused. What exactly am I supposed to "learn" from my characters?</p><p></p><p>Also, I find your analysis that all characters (in an archetype-less system) tend to blend together into the same thing completely contrary to my experience. Systems that use, for example, point-buy still tend to have archetypes--it just allows the player to customize and tweak the archetypes by 1) doing a few things differently for fun, or 2) to match his version of the archetype--which may or may not match the vision of the game designer.</p><p></p><p>That's my big problem with archetypes. I don't mind using characters that are somewhat archetypical, but I don't like being told what the archetypes are, and how they work. The ranger is probably my favorite example of an archetype where the class as presented comes nowhere near my vision of the archetype, and since the woodsman/hunter/guerilla warrior/special forces archetype is one of my favorites, it bothers me a lot that the ranger class doesn't do what I want it to.</p><p></p><p>Combine that with the fact that next time I touch on that archetype, I'll want a different experience; a different character that renders the archetype through a different personal lens, so to speak, and the case for more flexible options and/or more options period in terms of character class becomes extremely strong, IMO.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 3225441, member: 2205"] I'm extremely confused. What exactly am I supposed to "learn" from my characters? Also, I find your analysis that all characters (in an archetype-less system) tend to blend together into the same thing completely contrary to my experience. Systems that use, for example, point-buy still tend to have archetypes--it just allows the player to customize and tweak the archetypes by 1) doing a few things differently for fun, or 2) to match his version of the archetype--which may or may not match the vision of the game designer. That's my big problem with archetypes. I don't mind using characters that are somewhat archetypical, but I don't like being told what the archetypes are, and how they work. The ranger is probably my favorite example of an archetype where the class as presented comes nowhere near my vision of the archetype, and since the woodsman/hunter/guerilla warrior/special forces archetype is one of my favorites, it bothers me a lot that the ranger class doesn't do what I want it to. Combine that with the fact that next time I touch on that archetype, I'll want a different experience; a different character that renders the archetype through a different personal lens, so to speak, and the case for more flexible options and/or more options period in terms of character class becomes extremely strong, IMO. [/QUOTE]
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