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Characters are not their statistics and abilities
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<blockquote data-quote="The Crimson Binome" data-source="post: 6940673" data-attributes="member: 6775031"><p>As the saying goes, the game is everything that happens <em>after</em> you meet at the tavern. Character creation isn't part <em>of</em> the game; it's the homework you do <em>prior </em>to playing the game.</p><p> </p><p>To use an analogy, playing a game is like watching a movie, and making your character is like deciding <em>which</em> movie you want to watch. Regardless of your external choices, they don't have any effect on the quality or integrity of what happens <em>within</em> the story. Or to put that more generally, you can't fault the premise - you can only fault how things are handled from there.</p><p></p><p>It's not my place, as a player, to tell you that your character needs at least a 12 in Constitution and an AC of at least 15. It's <em>my</em> place to play my own character, and it's my <em>character's</em> place to tell <em>your</em> character when they're doing something that needlessly endangers the lives of everyone involved.</p><p></p><p>Imagine <em>every possible metric </em>for comparing the two - speed, weight, ease-of-use, stopping power, whatever. The longsword is equivalent-to or better-than the scimitar along <em>every single metric</em>, with the sole exception that the scimitar is easier to use with such fighting styles as the character has expressed no interest in using. It doesn't matter which factor they are using to make their decision, because they all come out the same way. </p><p></p><p>Although, stopping power really is the most important metric, when evaluating a weapon; it should <em>at least</em> count as a tie-breaker, if the primary deciding point is inconclusive, like with weight or ease-of-use.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6940673, member: 6775031"] As the saying goes, the game is everything that happens [I]after[/I] you meet at the tavern. Character creation isn't part [I]of[/I] the game; it's the homework you do [I]prior [/I]to playing the game. To use an analogy, playing a game is like watching a movie, and making your character is like deciding [I]which[/I] movie you want to watch. Regardless of your external choices, they don't have any effect on the quality or integrity of what happens [I]within[/I] the story. Or to put that more generally, you can't fault the premise - you can only fault how things are handled from there. It's not my place, as a player, to tell you that your character needs at least a 12 in Constitution and an AC of at least 15. It's [I]my[/I] place to play my own character, and it's my [I]character's[/I] place to tell [I]your[/I] character when they're doing something that needlessly endangers the lives of everyone involved. Imagine [I]every possible metric [/I]for comparing the two - speed, weight, ease-of-use, stopping power, whatever. The longsword is equivalent-to or better-than the scimitar along [I]every single metric[/I], with the sole exception that the scimitar is easier to use with such fighting styles as the character has expressed no interest in using. It doesn't matter which factor they are using to make their decision, because they all come out the same way. Although, stopping power really is the most important metric, when evaluating a weapon; it should [I]at least[/I] count as a tie-breaker, if the primary deciding point is inconclusive, like with weight or ease-of-use. [/QUOTE]
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