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Favorite actual/wished for fantasy character that wouldn't work well with D&D rules
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<blockquote data-quote="Celebrim" data-source="post: 5150636" data-attributes="member: 4937"><p>Since I'm being straight foward and speaking my mind, let me also suggest to the OP and anyone else thinking along those lines how they might profitably change the focus of their questions to achieve what they want.</p><p></p><p>Instead of asking for wished for fantasy characters that don't work well within the D&D rules, its probably more profitable to ask:</p><p></p><p>a) Under what situations do the D&D rules breakdown?</p><p></p><p>and </p><p></p><p>b) What specific mechanics do I want to add to my campaign to facilitate particular types of characters?</p><p></p><p>So, as an example of 'a', D&D notoriously breaks down as a simulation under a variaty of cases. </p><p></p><p>Ordinary human vs. house cat</p><p>Simulation of the dangers of falling 60'</p><p>Simulation of the dangers of starvation</p><p>Simulation of sleep deprivation</p><p>Simulation of chases or of atheletic competition where one player 'gaurds' another, or indeed in a lesser way any melee where the combatants move together as they fight.</p><p></p><p>I'd add to that some other specific cases that are less well known but that always bugged me.</p><p></p><p>Simulation of labor and costs of ordinary craftmanship</p><p>Attempting to use the spot/hide rules as a universal simulation of perception, for example, to determine when things first become visible.</p><p></p><p>As examples of 'b', I felt the need to add the following to the rules:</p><p></p><p>a) Simulation of mental trauma (I'm using the fear/horror/madness rules from Ravenloft).</p><p>b) Mechanics for non-spellcasters to create potions.</p><p>c) Mechanics for increasing base movement rate genericly.</p><p>d) Ways to gain the beneficial options provided by PrCs while dropping the need for those PrCs</p><p>e) Mechanics for generic 'Paladins' that weren't LG.</p><p>f) Mechanics for generic 'beserk' fighters that weren't primitive chaotic tribesmen.</p><p>g) An advantage/disadvantage system allowing for a tighter connection between unusual backgrounds/concepts and mechanics.</p><p></p><p>And alot of other things.</p><p></p><p>I'm also working on.</p><p></p><p>a) Detailed mechanics for spell failure.</p><p>b) Mechanics for wizards casting spells normally beyond there ability.</p><p>c) Mechanics for non-spellcasters calling down curses and blessings.</p><p>d) Mechanics for non-spellcasters entering the ethereal plane.</p><p>e) Mechanics to standardize divine intervention.</p><p></p><p>None of these things actually make my system more generic or necessarily more capable of handling an artibrary fantasy concept that someone comes up with ('technomancer/artificer' as a starting concept comes to mind). They make my system more specialized in that it better handles the specific fantasy setting I envision.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5150636, member: 4937"] Since I'm being straight foward and speaking my mind, let me also suggest to the OP and anyone else thinking along those lines how they might profitably change the focus of their questions to achieve what they want. Instead of asking for wished for fantasy characters that don't work well within the D&D rules, its probably more profitable to ask: a) Under what situations do the D&D rules breakdown? and b) What specific mechanics do I want to add to my campaign to facilitate particular types of characters? So, as an example of 'a', D&D notoriously breaks down as a simulation under a variaty of cases. Ordinary human vs. house cat Simulation of the dangers of falling 60' Simulation of the dangers of starvation Simulation of sleep deprivation Simulation of chases or of atheletic competition where one player 'gaurds' another, or indeed in a lesser way any melee where the combatants move together as they fight. I'd add to that some other specific cases that are less well known but that always bugged me. Simulation of labor and costs of ordinary craftmanship Attempting to use the spot/hide rules as a universal simulation of perception, for example, to determine when things first become visible. As examples of 'b', I felt the need to add the following to the rules: a) Simulation of mental trauma (I'm using the fear/horror/madness rules from Ravenloft). b) Mechanics for non-spellcasters to create potions. c) Mechanics for increasing base movement rate genericly. d) Ways to gain the beneficial options provided by PrCs while dropping the need for those PrCs e) Mechanics for generic 'Paladins' that weren't LG. f) Mechanics for generic 'beserk' fighters that weren't primitive chaotic tribesmen. g) An advantage/disadvantage system allowing for a tighter connection between unusual backgrounds/concepts and mechanics. And alot of other things. I'm also working on. a) Detailed mechanics for spell failure. b) Mechanics for wizards casting spells normally beyond there ability. c) Mechanics for non-spellcasters calling down curses and blessings. d) Mechanics for non-spellcasters entering the ethereal plane. e) Mechanics to standardize divine intervention. None of these things actually make my system more generic or necessarily more capable of handling an artibrary fantasy concept that someone comes up with ('technomancer/artificer' as a starting concept comes to mind). They make my system more specialized in that it better handles the specific fantasy setting I envision. [/QUOTE]
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