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General Tabletop Discussion
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Encouraging players to role-play multiclassing?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1377461" data-attributes="member: 6398"><p>No, I think we're reading each other loud and clear. You gave your assesment of GMs that don't say yes to everything, and I gave my assesment of players that expect the GM to say yes to anything.</p><p> </p><p>Partly right... I'd tell the player something along the lines of, "develop your character in the way you want with the resources availabe, preferable with an eye on past events as opposed to some uber-map to destiny, and if there's a chance to take the character further down the road than the standard rules grant, I'll present it at an appropriate time."</p><p> </p><p>How do you tell a Prestige Class from carefully guarded Feat Chains, spells, or items that an organization might possess?</p><p> </p><p>I want (and thus have) players that will pursue things based on their relevance to plot and setting, not just because the numbers look cool. The best way to do that is to create an environment where everything is presented by its RP element before being actually revealed mechanically, with the mechanics being revealed after a suitable amount of in-game representation of interest has been expressed through role-play and/or direct pursuit.</p><p> </p><p>That you believe it as a fact is irrelevant, however. Even the duelist is justifiably trained-only ("You are skilled, young one... And worthy of learning the ancient and secret fighting style of Dema'Koo."). A True Necromancer might require lore only found upon the wall of an ancient ruined temple. Nothing is necessarily a give-away regardless of how simple the mechanics make it seem.</p><p> </p><p>No, just BAB and Saves, and both swap out for "Epic" advancement (low BAB, good saves). Everything else (Hit Dice, Class Features, Character Feats, Ability Score Increase, etc.) continues as normal.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1377461, member: 6398"] No, I think we're reading each other loud and clear. You gave your assesment of GMs that don't say yes to everything, and I gave my assesment of players that expect the GM to say yes to anything. Partly right... I'd tell the player something along the lines of, "develop your character in the way you want with the resources availabe, preferable with an eye on past events as opposed to some uber-map to destiny, and if there's a chance to take the character further down the road than the standard rules grant, I'll present it at an appropriate time." How do you tell a Prestige Class from carefully guarded Feat Chains, spells, or items that an organization might possess? I want (and thus have) players that will pursue things based on their relevance to plot and setting, not just because the numbers look cool. The best way to do that is to create an environment where everything is presented by its RP element before being actually revealed mechanically, with the mechanics being revealed after a suitable amount of in-game representation of interest has been expressed through role-play and/or direct pursuit. That you believe it as a fact is irrelevant, however. Even the duelist is justifiably trained-only ("You are skilled, young one... And worthy of learning the ancient and secret fighting style of Dema'Koo."). A True Necromancer might require lore only found upon the wall of an ancient ruined temple. Nothing is necessarily a give-away regardless of how simple the mechanics make it seem. No, just BAB and Saves, and both swap out for "Epic" advancement (low BAB, good saves). Everything else (Hit Dice, Class Features, Character Feats, Ability Score Increase, etc.) continues as normal. [/QUOTE]
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Encouraging players to role-play multiclassing?
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