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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7491948" data-attributes="member: 6919838"><p>just my 2c... i think you are dead wrong here. yup. no question about it - just dead wrong.</p><p></p><p>Not in your conclusion or atitude or preference but in what was actually said.</p><p></p><p>" It leads itself to power gaming and doesn’t force the players to make choices and be creative,"</p><p></p><p>Which you re-interpreted as "Players need to be "forced" to make choices and be creative."</p><p></p><p>if i have 10 dollars and the option of buying two different 10 dollar meals i am forced to make a choice between them. check.</p><p></p><p>if i have a million dollars i am not forced to choose between the two 10 dollar meals - i can have both.</p><p></p><p>that is not saying that i have to be forced to then choose just one of them.</p><p></p><p>the "forced" part of the statement made does not say force is required - just that it is absent in one of the cases.</p><p></p><p>*you* added in the bit about players needing to be forced... that wasn't stated.</p><p></p><p>I have no dog in the fight over the merits of pick your stats and determine your stats by a method... you and the other can has that out.</p><p></p><p>In my experience if a player wants to play a lower stated character than the others at the table - i allow it. he is making that choice for his own enjoyment and its fine by me as Gm. As long as it meets the "danger worthy" scale of the campaign (and the other stuff the score probably doesn't impact) its OK by me. i personally don't see a thing "creative" about an 8 vs a 10 vs a 12 vs a 14 va... you get the picture. To be creative requires more than an integer for me.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7491948, member: 6919838"] just my 2c... i think you are dead wrong here. yup. no question about it - just dead wrong. Not in your conclusion or atitude or preference but in what was actually said. " It leads itself to power gaming and doesn’t force the players to make choices and be creative," Which you re-interpreted as "Players need to be "forced" to make choices and be creative." if i have 10 dollars and the option of buying two different 10 dollar meals i am forced to make a choice between them. check. if i have a million dollars i am not forced to choose between the two 10 dollar meals - i can have both. that is not saying that i have to be forced to then choose just one of them. the "forced" part of the statement made does not say force is required - just that it is absent in one of the cases. *you* added in the bit about players needing to be forced... that wasn't stated. I have no dog in the fight over the merits of pick your stats and determine your stats by a method... you and the other can has that out. In my experience if a player wants to play a lower stated character than the others at the table - i allow it. he is making that choice for his own enjoyment and its fine by me as Gm. As long as it meets the "danger worthy" scale of the campaign (and the other stuff the score probably doesn't impact) its OK by me. i personally don't see a thing "creative" about an 8 vs a 10 vs a 12 vs a 14 va... you get the picture. To be creative requires more than an integer for me. [/QUOTE]
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