Favorite actual/wished for fantasy character that wouldn't work well with D&D rules


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Celebrim and Chrono22, don't let me stop your fascinating conversation - but I did just want to clarify that the thread is mainly about characters that might be challenging to create with D&D rules from a mechanical standpoint.

That was my understanding.

My 'vision' is basically a system that instead of flipping through books, the DM and the players can sit down and say, ok, what do we want to do this campaign?

If group consensus and not formal rules are to be the system, well, why do you need a system?

And they can use the FULL RANGE of their imaginations without flipping through pages and books of classes and races and trying to find something that "matches" or that they can squish their concept into...

That's a lovely idea in theory and I think many role playing game strives for that, but really to get that sort of flexibility ultimately you just need 'make something up'.

Personally IME people go about character creation the wrong way. They look at their limited options, and pick which one they want to try.

I agree, and I try hard to encourage my players to not look at character creation that way. Instead, I encourage them to come to me with a concept and then work with me to come up with a way to make it work in a way that is fair to everyone at the table (including me). The concept to me is far more important than the mechanics, and its relatively easy to translate a concept into a few comparitive benefits.

This is great for beginners, but after a few years, you start thinking... fighter? meh.

But on the other hand, I very strongly disagree with this. No one in my campaign world thinks of themselves as a 'fighter'. There are plenty of mercenaries, soldiers, gladiators, bar brawlers, and just plain tough old cusses that have the fighter class mechanically, but fighter is just how we outside the game world abstract the character and adjudicate it mechanically - its not a representation of something internal and tangible in the game world.

(yes I know there's a bazillion books with 10 bazillion class options, but I still get that feeling and it seems like the Really Cool Classes are cool in fluff only and I disagree with the mechanics)

Oddly, I think the 10 bazillion class options are the problem. In my opinion, classes should have as little fluff as possible. Classes should be so broad as to encompass a great many architypes and enumerable backgrounds. That's why I got rid of Ranger, Barbarian, Druid, Paladin, and Monk and replaced those very fluff specific classes and their mechanics with more generic classes and more flexible mechanics. You could still concievably play a Ranger, but a 'Ranger' in my game world would be a specific implementation of a class or combination of classes and not a class itself. The base class just carries too much unwanted baggage.

So, let me go back to our DM and players and give you an example of how I see this playing out. Lets say they decide that they would like to play villagers that were slaughtered and are out to find out what happened. So, they are ghosts. The DM then talks with the players about their expectations of abilities, and decides how powerful they need to be to start, and all the campaign/world stuff that's needed at this point. If you were going RAW, you'd have to apply the ghost template, which has a +5 LA, and various static things that it causes.

Right, but you've already more or less tossed the RAW out the window at this point. Why do you need to start with a uncustimized template meant to portray a specific sort of foe, when that isn't at all what you wanted? I seriously doubt that any specific implementation is going to satisfy a group with this particular of desires.

I don't personally think a campaign based on, "You are all ghosts" would be very difficult at all in D&D and concepts like 'rediscovering your former powers and learning to control them' are tailor made for D&D's advancement system.

Maybe in a different game, a player pictures himself as a Paladin, and holy warrior, but doesn't like the spellcasting abilities of a paladin.

Ok, so why doesn't he take the fighter class? Nothing prevents a fighter from being a holy warrior.

So basically: I am trying to design a system of building characters that (as much as possible) anyone can build any character they can dream of, and the mechanics are a second thought - easily adjusted to fit the character. Because, IME, the mechanics and the numbers come before the mental picture way too often.

My suggestion to you is to play a system like HERO, GURPS, or even M&M for a while and get a feel for how a true point buy system works. D&D works on a slightly different paradigm. Just as it's easier to make a class based game more balanced than a point buy system, point buy systems pick up alot of player empowerment and flexibility that can be hard in a class based system. I think it would be very hard to recreate D&D on a point by basis, but you don't have to, because there are perfectly good systems out there offering a more direct route from imagined concept to implementation than I think even the best modded D&D is going to allow. That isn't to say that they are better systems, but they do offer something different. At the very least, they'd inform your design process if you did try to recreate D&D from a point buy system.

This thread is to know what dreams are out there, so that I can build my system with them in mind and make sure it works - simply and quickly - for as many as possible.

There are probably an infinite number of dreams out there. Right off the top of my head, I can't think of any that D&D can't handle that another system can, but I can think of other systems that might have higher versimilitude on some than D&D can offer. You can play a class like Wizard as a truenamer or a rune wizard or virtually any other sort of magical system just by redressing it in a different flavor suit, but the versimilitude between what you envision and the mechanical limitations might not be as good as if you built the other system from the ground up (3.5 in particular fell into the trap of trying to do this, in my opinion to its loss.) In my game, if someone wants to play a psionic, I say, "Ok, that's cool. Build a sorcerer with the magical powers you associate with psionics" (whatever those turn out to be). In terms of the narrative produced by the simulation, it might be very difficult to tell the two apart on the basis of narrative artifacts alone. Whatever systems you produce, on the basis of the fundamental rule of role-playing, that is, "You can't be good at everything.", will have limitations.

I suggested that other systems might have higher mechanical versimilitude on particular concepts than D&D, but on the other hand they might not. Because if you get into systems like GURPS, M&M, and HERO, you'll find that they achieve their flexibility in large part by dispensing with the need to have mechanics that absolutely match the concept. They'll instead offer something like a 'strike' mechanic that universally covers claws, swords, pistols, lasers, and magical bolts of energy under a single mechanic.

I could list some concepts that I find hard in D&D, like for example Shapechangers, but the truth of the matter is that Shapechanger tends to be something that is hard in every system. I'm racking my brain here for concepts that are hard in D&D particularly that aren't hard in other systems, and I'm drawing blanks. Most of the concepts I don't know what to do about in D&D to make them easy, I also don't know what to do about in any system. Alot of concepts turn out to be essentially, "I want to be like that character from one of my favorite stories who has the power of plot.", and all of those concepts are hard for every system. Virtually every fantasy wizard fits in this category. The concept of a speedster, like the Flash, is a special instance of a 'power of plot' character, who also has the additional hard problem of being out of time scale with the rest of the world - something that every system has difficulties with unless the player agrees to abide by plot tropes (consciously or unconsciously). I don't honestly know how to do a high end speedster in any system without creating problems (a problem shared with gods, characters with the ability to stop or control time or simply just time travel, and characters with large numbers of bodies).

Maybe part of the problem I have answering your question is that having played RPG's for so long, I have no inclination to play power of plot characters.

But to recap here is my list of hard PC concepts that I don't think you can do well in D&D, just to see how you do with it:

1) Speedster (by which I mean, large numbers of actions per turn, not merely 'runs fast')
2) Stops and/or Controls Time
3) Time Traveller
4) Single entity in large number of independent bodies (differs from the comparitively easy concept of a swarm in that the individuals need not stay in one place)
5) Metamorphs, and too a much less extent mental-morphs.
6) Any character based off a storybook character whose powers always scale such that they are just barely able to solve the problem, but never so much that the problem is solved easily. (Although IMO, Vancian spellcasting does a pretty decent job with this trope, as it provides for vast power and 'inexplicable' moments of weakness, but I know lots of players that disagree with this assessment.)
7) Precognition (including psuedo-science variates of this like Hari Seldon)
8) Characters with limitations imposed on them solely by story (cursed characters in fairy tales or ghost stories, for example, but also including characters that appear to have power that they consistantly refrain from using for reasons of their own, although again IMO, Vancian spellcasting does as good a job with this as anything. Gandalf is a 6th level M-U sort of thing.)
9) Characters that are mechanically witty or humerous or creative in a satisfying way.

And looking back over my list, I find I wasn't able to accomplish what I set out to do. Most of those are not hard to do mechanically. The problem with those is the side effects and game artifacts of those mechanics are generally undesirable.
 


In a Star Wars game I was once in, a player took Wookie as his starting race. Only after starting the game did he really comprehend the difficulty in playing a character that can only when roleplayed properly communicate to most PC's and NPC's through grunts and roars, and with the rest of the PC's by passing notes. This is a huge challenge that effectively isolates you from normal role play paths, and while its fun to roar and grunt and goof off for a session or three, in the long run it can be very frustrating for many players.

As an aside, I note that none of the main characters in Star Wars have any real difficulty understanding Chewie, so I'm wondering why the "you can't understand the Wookie at all" thing came in.

Obviously, Han spoke Wookie, as he'd have conversations, but IIRC the rest of the main characters could generally get what he was saying.

Brad
 

As an aside, I note that none of the main characters in Star Wars have any real difficulty understanding Chewie, so I'm wondering why the "you can't understand the Wookie at all" thing came in.

Obviously, Han spoke Wookie, as he'd have conversations, but IIRC the rest of the main characters could generally get what he was saying.

Brad
This isn't a problem in KotOR either, though you have to learn the language. Neither Revan, Jolee, or Mission have trouble understanding Zaalbar nor he them.

Maybe in a different game, a player pictures himself as a Paladin, and holy warrior, but doesn't like the spellcasting abilities of a paladin.
Ok, so why doesn't he take the fighter class? Nothing prevents a fighter from being a holy warrior.
Crusader. TOB for the win.
 


I am very fond of the characters in the various novels of Philip K. Dick.
For the most part, these are "everyman" type characters, caught up in a situation over their head. They survive by a little luck and a little brains, but mostly they are just ordinary people getting by.
Look at the characters
Frank Frink from "the man in the high castle". A secret Jew that works with creating replica Americana.
Joe Chip from "Ubik", a debt-ridden tecnician.

I could go on, but the gist of the stories is an ordinary person caught in extraordinary circumstances.
D&D handles this terribly, as all PCs in D&D are heroic... and I'd say that post 4E D&D is closer to a supers game than a game about ordinary folks.
 

Obviously, Han spoke Wookie, as he'd have conversations, but IIRC the rest of the main characters could generally get what he was saying.

Yes, and a person watching Star Wars can generally get what R2-D2 is saying by paying attention to the emotional inflection of his beeps and chirps in the context of the scene, but this by no means implies that the proper way to convey the character through role play R2-D2 is to spend alot of time talking.

I mean, last night (as DM) I did a dog barking, and everyone quickly understood it to mean, "He wants us to follow him.", but the scene would have played out very differently and the dog would have had an entirely different character and portrayal if I'd had the dog come up to the PC's and actually say it.
 

I am very fond of the characters in the various novels of Philip K. Dick.
For the most part, these are "everyman" type characters, caught up in a situation over their head. They survive by a little luck and a little brains, but mostly they are just ordinary people getting by.
Look at the characters
Frank Frink from "the man in the high castle". A secret Jew that works with creating replica Americana.
Joe Chip from "Ubik", a debt-ridden tecnician.

I could go on, but the gist of the stories is an ordinary person caught in extraordinary circumstances.
D&D handles this terribly, as all PCs in D&D are heroic... and I'd say that post 4E D&D is closer to a supers game than a game about ordinary folks.
A low powered 3.5 D&D campaign with NPC classes like the Expert or Aristocrat might have more of that kind of feel, though that's not quite what the system was designed for.
 

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