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General Tabletop Discussion
*TTRPGs General
Do people in your games actually use "builds"
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<blockquote data-quote="Sunseeker" data-source="post: 5932837"><p>Attempting to not metagame is the height of metagaming.</p><p></p><p>Sometimes I "build" characters with a theme in mind, even if that theme is less effective in the context of the campaign or incredibly effective in one area(combat/exploration/social) and none of the others.</p><p></p><p>Some folks like stat-monsters. I don't believe that being a stat-monster is what makes them bland. I believe it is the players failing to add fluff and flavor to them. Statistically, a high-dex, high-str, high-con fighter is a great build, but saying that he is also Jason the Proud, Captain of the Guard of Rock Ridge, slayer of the mighty wright Headless Lamar makes him into a creative character, even though he is also a stat-monster.</p><p></p><p></p><p>I once played a game where we picked our class basically by our dice rolls. It really wasn't very much fun. I didn't end up playing a class I enjoyed(I think I ended up as a Wizard), my character as defined by my stats wasn't any more creative when my stats defined my class than when I let my class define my stats.</p><p></p><p></p><p>Probability is a fickle minstress. I've seen folks roll 4 sets of 18's and two 16's and then reroll their lowest into a 17. I've seen folks purposely kill their character because their five 8's and one 12 made them absolutely useless.</p><p></p><p>I've come to the conclusion that it is simply best if I let my players play what they enjoy, rather then let some random number generation determine it for them.</p><p></p><p>If folks want to be concepts, stat-monsters, power-gamers, role-players, I don't care, that's their choice. I'm here as DM to make the game fun for everyone, not satisfy my dictatorial desires.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5932837"] Attempting to not metagame is the height of metagaming. Sometimes I "build" characters with a theme in mind, even if that theme is less effective in the context of the campaign or incredibly effective in one area(combat/exploration/social) and none of the others. Some folks like stat-monsters. I don't believe that being a stat-monster is what makes them bland. I believe it is the players failing to add fluff and flavor to them. Statistically, a high-dex, high-str, high-con fighter is a great build, but saying that he is also Jason the Proud, Captain of the Guard of Rock Ridge, slayer of the mighty wright Headless Lamar makes him into a creative character, even though he is also a stat-monster. I once played a game where we picked our class basically by our dice rolls. It really wasn't very much fun. I didn't end up playing a class I enjoyed(I think I ended up as a Wizard), my character as defined by my stats wasn't any more creative when my stats defined my class than when I let my class define my stats. Probability is a fickle minstress. I've seen folks roll 4 sets of 18's and two 16's and then reroll their lowest into a 17. I've seen folks purposely kill their character because their five 8's and one 12 made them absolutely useless. I've come to the conclusion that it is simply best if I let my players play what they enjoy, rather then let some random number generation determine it for them. If folks want to be concepts, stat-monsters, power-gamers, role-players, I don't care, that's their choice. I'm here as DM to make the game fun for everyone, not satisfy my dictatorial desires. [/QUOTE]
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