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Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7493052" data-attributes="member: 6919838"><p>No. Not at all.</p><p></p><p>I am saying that we have seen plenty of times where in point buy supers **certain types of players** feel entitled to insist they can work around the campaigns established tone and intended style (soft restrictions) by assuming they can invent an alien race with only abilities they want and every ability they want all tied into a nice neat package and wrapped with a bow.</p><p></p><p>The part of the post you just ignored (of course) was the term "tightly themed."</p><p></p><p>In some comics at certain times - the tone and style and the nature of super powers and characters allowed is wide open and the presence of casual aliens with bundles of "whatever powers i want" are as common as nth dimensional imps with naming issues and stage magicians with dyslexic tendencies and glowing green rocks.</p><p></p><p>In others, the tone and style presents a more limited scope of heroes with most/all the supers with a fairly tightly themed package of powers that are all related - often mostly seen as one power with a variety of different applications. </p><p></p><p>In a campaign the former would be fine with inventing a new alien race with a dial-a-mix of powers becausae none of the heroes is held to any sort of standard.</p><p></p><p>In the latter campaign, a fire mutant character would likely be told by the Gm and/or other players (depends on review process) that they cannot add to their character "seeing the future divination by dancing" during chargen as that does not fit any kind of tightly themed powers tone. In such a game the invented an alien race "grab-bag of what i want" likely also not acceptable as it violates the soft-restriction of the tone and style of the campaign that was established - even tho that is not expressed with any hard coded absolute list of every can do or every cant do. Hopefully the Gm had provided a few alien race options for them to use as examples in whatever resource of examples he provided *if* its acceptable.</p><p></p><p></p><p>Now, as we have seen on these threads, some might call that some form of "fragile campaign" and go all gagaga over a Gm being so weak in his GM-fu to incorporate such a concept... but of course, its not that... its a choice of tone or style the campaign is preferred for those playing it for this time and place.</p><p></p><p>With borderline cases decided by discussion, not absolute lines in the sand.</p><p></p><p>But, if kal-el was provided at the start as an acceptable example of the alien last survivor of... then certainly his cousin kara would be welcome just like all the other Sniptonians.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7493052, member: 6919838"] No. Not at all. I am saying that we have seen plenty of times where in point buy supers **certain types of players** feel entitled to insist they can work around the campaigns established tone and intended style (soft restrictions) by assuming they can invent an alien race with only abilities they want and every ability they want all tied into a nice neat package and wrapped with a bow. The part of the post you just ignored (of course) was the term "tightly themed." In some comics at certain times - the tone and style and the nature of super powers and characters allowed is wide open and the presence of casual aliens with bundles of "whatever powers i want" are as common as nth dimensional imps with naming issues and stage magicians with dyslexic tendencies and glowing green rocks. In others, the tone and style presents a more limited scope of heroes with most/all the supers with a fairly tightly themed package of powers that are all related - often mostly seen as one power with a variety of different applications. In a campaign the former would be fine with inventing a new alien race with a dial-a-mix of powers becausae none of the heroes is held to any sort of standard. In the latter campaign, a fire mutant character would likely be told by the Gm and/or other players (depends on review process) that they cannot add to their character "seeing the future divination by dancing" during chargen as that does not fit any kind of tightly themed powers tone. In such a game the invented an alien race "grab-bag of what i want" likely also not acceptable as it violates the soft-restriction of the tone and style of the campaign that was established - even tho that is not expressed with any hard coded absolute list of every can do or every cant do. Hopefully the Gm had provided a few alien race options for them to use as examples in whatever resource of examples he provided *if* its acceptable. Now, as we have seen on these threads, some might call that some form of "fragile campaign" and go all gagaga over a Gm being so weak in his GM-fu to incorporate such a concept... but of course, its not that... its a choice of tone or style the campaign is preferred for those playing it for this time and place. With borderline cases decided by discussion, not absolute lines in the sand. But, if kal-el was provided at the start as an acceptable example of the alien last survivor of... then certainly his cousin kara would be welcome just like all the other Sniptonians. [/QUOTE]
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