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General Tabletop Discussion
*Dungeons & Dragons
Character Classes should Mean Something in the Setting
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<blockquote data-quote="Helldritch" data-source="post: 8251011" data-attributes="member: 6855114"><p>I fully agree on you assumption. I would even go further by saying the mechanics of a class should also matter.</p><p></p><p>I have been accused of restraining my players (where we all agreed on what we're doing through votes by the way.) because I enforce players' decisions and background's flaw. Your warlock want to have an infernal master? Fine by me, but be ready to be at cross purpose with the other players if they fight Infernals... A patron will always have a motive in giving a warlock powers. And if you don't abide by your contract, say bye bye to your powers. Permanently.</p><p></p><p>The same goes with paladins. Respect you oath and play it. I do not allow oath breakers, so losing your paladin powers might mean that you will be a fighter for a while until you redeem yourself somehow. And clerics.. What good is it to play a cleric with the deity of life if you kill everything in sight? And do you even try to convert new devotees to your religion? If not, why do you play a cleric? Religion and gods are a real thing in a fantasy setting. Play it!</p><p></p><p>All classes, races and especially backgrounds matters. You want to have a criminal background? Sure, but the law will not be on your side. Reputation matters and depending on the setting, it might be easy to lose.</p><p></p><p>You want to play an half orc in a place where war with orcs are common? Be ready to be the target of suspicious stares and have a lack of cooperation with the native. You want to play a strange race that is not in the setting? Fine, but again, people might be suspicious if not downright hostile. Not every world is the Mos Esley cantina...</p><p></p><p>And do not get me wrong. I rarely say:"No!" to a player. But I do explain what could be the consequences of some choices. The only reason I'll say:"No!" is to evil characters.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8251011, member: 6855114"] I fully agree on you assumption. I would even go further by saying the mechanics of a class should also matter. I have been accused of restraining my players (where we all agreed on what we're doing through votes by the way.) because I enforce players' decisions and background's flaw. Your warlock want to have an infernal master? Fine by me, but be ready to be at cross purpose with the other players if they fight Infernals... A patron will always have a motive in giving a warlock powers. And if you don't abide by your contract, say bye bye to your powers. Permanently. The same goes with paladins. Respect you oath and play it. I do not allow oath breakers, so losing your paladin powers might mean that you will be a fighter for a while until you redeem yourself somehow. And clerics.. What good is it to play a cleric with the deity of life if you kill everything in sight? And do you even try to convert new devotees to your religion? If not, why do you play a cleric? Religion and gods are a real thing in a fantasy setting. Play it! All classes, races and especially backgrounds matters. You want to have a criminal background? Sure, but the law will not be on your side. Reputation matters and depending on the setting, it might be easy to lose. You want to play an half orc in a place where war with orcs are common? Be ready to be the target of suspicious stares and have a lack of cooperation with the native. You want to play a strange race that is not in the setting? Fine, but again, people might be suspicious if not downright hostile. Not every world is the Mos Esley cantina... And do not get me wrong. I rarely say:"No!" to a player. But I do explain what could be the consequences of some choices. The only reason I'll say:"No!" is to evil characters. [/QUOTE]
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