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Fighter, Rogue, Blaster, Healer . . . Balanced?
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<blockquote data-quote="Li Shenron" data-source="post: 6056470" data-attributes="member: 1465"><p>I was referring to 5e rituals, that post of mine may not apply to 3e or 4e rituals. If you have the 5e playtest material, you probably already know how they currently work, and they are practically equivalent to 3e scribing but in a much shorter time (e.g. 10min) and without the XP cost. The limitation is that you are then casting the spell immediately, so you can not keep it and cast it later in the middle of a combat.</p><p></p><p></p><p></p><p>I have to say that this happens also with rolling stats. It's not the stat generation method that makes look-alike characters, it's look-alike players. </p><p></p><p>For instance, the "combat as sport" player will always, invariably try to design a "standard" character, optimized as much as possible (tho different players have different ideas on how an optimized result will be), unless there exists more than one standards for a class that he believes strong enough, such as having a high Con rather than a high Dex for defense. If creative, such player may also find a "build" with high Cha that is "effective", but in this word there is the catch: he'll only do it if he believes that he has the means to make it into a powerful PC. For a "combat as sport" player, "efficiency" is paramount, and he'll never ever design a character that has something less than he or everyone else can (except in the rare case when he has to play with others he considers not so good, and decides to purposefully have anything else not to dominate the game). This kind of player will generally hate rolling for stats, but if he has to, he'll still end up making the most obvious stat choices, whether he generally rolled high or low.</p><p></p><p>Now if you really want unorthodox characters, the only way to be sure is rolling stats <em>in order</em>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I actually like doing that, although it almost never happens because I'm one of the few, but I'm definitely a "combat as war" type. I can still have fun with "inefficient" characters, although not every system supports them well, in some system where balance is assumed too much, "inefficient" may be too close to "incompetent".</p><p></p><p></p><p></p><p>The truth is as simple as this.</p><p></p><p>Personally I have fun with rolling stats because I see handicaps as an opportunity for challenge. If I am a Fighter and I stumble upon a monster with DR not bypassable by my weapon, if I am a Rogue and I stumble upon undead immune to sneak attack, if I am a Wizard and I stumble upon a foe immune to magic, my typical reaction is "damn monster! now see how I'll find another way to kick your bus!", not "damn gamemaster! you're unfair, I don't want to play mother may I". To each her own, just make sure you sync with the rest of your gaming group.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6056470, member: 1465"] I was referring to 5e rituals, that post of mine may not apply to 3e or 4e rituals. If you have the 5e playtest material, you probably already know how they currently work, and they are practically equivalent to 3e scribing but in a much shorter time (e.g. 10min) and without the XP cost. The limitation is that you are then casting the spell immediately, so you can not keep it and cast it later in the middle of a combat. I have to say that this happens also with rolling stats. It's not the stat generation method that makes look-alike characters, it's look-alike players. For instance, the "combat as sport" player will always, invariably try to design a "standard" character, optimized as much as possible (tho different players have different ideas on how an optimized result will be), unless there exists more than one standards for a class that he believes strong enough, such as having a high Con rather than a high Dex for defense. If creative, such player may also find a "build" with high Cha that is "effective", but in this word there is the catch: he'll only do it if he believes that he has the means to make it into a powerful PC. For a "combat as sport" player, "efficiency" is paramount, and he'll never ever design a character that has something less than he or everyone else can (except in the rare case when he has to play with others he considers not so good, and decides to purposefully have anything else not to dominate the game). This kind of player will generally hate rolling for stats, but if he has to, he'll still end up making the most obvious stat choices, whether he generally rolled high or low. Now if you really want unorthodox characters, the only way to be sure is rolling stats [I]in order[/I]. ;) I actually like doing that, although it almost never happens because I'm one of the few, but I'm definitely a "combat as war" type. I can still have fun with "inefficient" characters, although not every system supports them well, in some system where balance is assumed too much, "inefficient" may be too close to "incompetent". The truth is as simple as this. Personally I have fun with rolling stats because I see handicaps as an opportunity for challenge. If I am a Fighter and I stumble upon a monster with DR not bypassable by my weapon, if I am a Rogue and I stumble upon undead immune to sneak attack, if I am a Wizard and I stumble upon a foe immune to magic, my typical reaction is "damn monster! now see how I'll find another way to kick your bus!", not "damn gamemaster! you're unfair, I don't want to play mother may I". To each her own, just make sure you sync with the rest of your gaming group. [/QUOTE]
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