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Character Concepts you cannot make in 5E
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<blockquote data-quote="Mistwell" data-source="post: 6265400" data-attributes="member: 2525"><p>It's the argument that all conceivable character concepts must be mechanically supported by the game (which is what I think you're saying) that I don't think of as a "playstyle". No version of the game has ever been able to do that, and I don't think any version of the game could ever do that. To be a playstyle, you must have played D&D that way before and prefer that style of play using some prior set of rules. </p><p></p><p>So instead of viewing it as a playstyle, I view it as more of an attitude. "Support all conceivable character concepts mechanically" is something I view similar to "make the game a competitive board game" or "make the game a cooperative card game" or "make the game about space opera". It's never been any of those things, and it's not a "style" of "play" anyone can expect from the game given the nature of the game. </p><p></p><p>D&D is still going to fit into the box of "Dungeons and Dragons" which carries certain basic assumptions, including "it's not a board or a card game" and "it's not a game about space combat" and "it's not going to mechanically support every single character concept you can conceive of like GURPS." D&D is going to support certain established tropes, at least initially, and it's not going to vary much from those traditional D&D tropes in the player's handbook.</p><p></p><p>As they get more expansion books out, presumably we'll see more and more character concepts supported (probably through sub-classes), but even at the end of the the life cycle of this new version of the game, it still won't mechanically support every conceivable character concept - because that's just not what D&D does as a game. There's a certain range of fantasy tropes it will cover, and it will mostly stay within that range, just like it always has.</p><p></p><p>Beyond that, you're going to need to depend on your own imagination, and working with your DM, and the customization tools they provide in that module. That's what's needed most to realize character concepts that fall outside the range they're going to work with.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6265400, member: 2525"] It's the argument that all conceivable character concepts must be mechanically supported by the game (which is what I think you're saying) that I don't think of as a "playstyle". No version of the game has ever been able to do that, and I don't think any version of the game could ever do that. To be a playstyle, you must have played D&D that way before and prefer that style of play using some prior set of rules. So instead of viewing it as a playstyle, I view it as more of an attitude. "Support all conceivable character concepts mechanically" is something I view similar to "make the game a competitive board game" or "make the game a cooperative card game" or "make the game about space opera". It's never been any of those things, and it's not a "style" of "play" anyone can expect from the game given the nature of the game. D&D is still going to fit into the box of "Dungeons and Dragons" which carries certain basic assumptions, including "it's not a board or a card game" and "it's not a game about space combat" and "it's not going to mechanically support every single character concept you can conceive of like GURPS." D&D is going to support certain established tropes, at least initially, and it's not going to vary much from those traditional D&D tropes in the player's handbook. As they get more expansion books out, presumably we'll see more and more character concepts supported (probably through sub-classes), but even at the end of the the life cycle of this new version of the game, it still won't mechanically support every conceivable character concept - because that's just not what D&D does as a game. There's a certain range of fantasy tropes it will cover, and it will mostly stay within that range, just like it always has. Beyond that, you're going to need to depend on your own imagination, and working with your DM, and the customization tools they provide in that module. That's what's needed most to realize character concepts that fall outside the range they're going to work with. [/QUOTE]
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