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Flavour First vs Game First - a comparison
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<blockquote data-quote="Calico_Jack73" data-source="post: 4492303" data-attributes="member: 14403"><p>WOW!!!! This is an extremely long thread... no way that I can sit and read 29 pages of discussion goodness. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Re: The original post.</p><p></p><p>Very good points... I also prefer a flavor driven game. From your post we are very much in a Catch 22. If a game is too open with the rules then the classes may lack definition to make them stand out. However, to make something unique you have to give it "Things" that make it different from other classes. Those defining traits may make it best suited to only specific situations. <strong><em>Improved focus means a sacrifice of versatility. </em></strong> </p><p>You mention the Paladin and the Ranger. There is no reason you couldn't have a Fighter who as a part of flavor has a background as a knight of a holy order or learned his fighting skills in the wilderness combating the creatures he encountered. With a Fighter you don't have the focus of a Paladin or Ranger but you make up for it in the versatility to handle more diverse situations.</p><p></p><p>I think it boils down to working with the DM to create your character. A good DM should work with their players to ensure that each has a chance to shine at least once per session. There should be a trap to disable for the rogue, undead to turn for the Cleric, etc. </p><p>If a player states that they want to create a character that will become a Knight of the Chalice the DM should inform them if it is a wise choice in their setting. I don't think a DM should be forced to change their game because a player is dead set on making a character with irrelavant abilities. If I have a game that doesn't involve demons at all I shouldn't be forced to incorporate them because a player wants his Knight of the Chalice. If you want to be a Ranger and your DM suggest that you take Goblinoids as your favored enemy there is probably a good reason for it. If you take Fae as your favored enemy despite the DM's advice don't go badmouthing the DM because you never got to use your favored enemy bonus.</p><p></p><p>The DM is an ally, not an enemy of the player. If the DM advises for or against something don't take it as taking away your creativity. Work with the DM to compromise on something that will work for both of you.</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 4492303, member: 14403"] WOW!!!! This is an extremely long thread... no way that I can sit and read 29 pages of discussion goodness. :) Re: The original post. Very good points... I also prefer a flavor driven game. From your post we are very much in a Catch 22. If a game is too open with the rules then the classes may lack definition to make them stand out. However, to make something unique you have to give it "Things" that make it different from other classes. Those defining traits may make it best suited to only specific situations. [B][I]Improved focus means a sacrifice of versatility. [/I][/B] You mention the Paladin and the Ranger. There is no reason you couldn't have a Fighter who as a part of flavor has a background as a knight of a holy order or learned his fighting skills in the wilderness combating the creatures he encountered. With a Fighter you don't have the focus of a Paladin or Ranger but you make up for it in the versatility to handle more diverse situations. I think it boils down to working with the DM to create your character. A good DM should work with their players to ensure that each has a chance to shine at least once per session. There should be a trap to disable for the rogue, undead to turn for the Cleric, etc. If a player states that they want to create a character that will become a Knight of the Chalice the DM should inform them if it is a wise choice in their setting. I don't think a DM should be forced to change their game because a player is dead set on making a character with irrelavant abilities. If I have a game that doesn't involve demons at all I shouldn't be forced to incorporate them because a player wants his Knight of the Chalice. If you want to be a Ranger and your DM suggest that you take Goblinoids as your favored enemy there is probably a good reason for it. If you take Fae as your favored enemy despite the DM's advice don't go badmouthing the DM because you never got to use your favored enemy bonus. The DM is an ally, not an enemy of the player. If the DM advises for or against something don't take it as taking away your creativity. Work with the DM to compromise on something that will work for both of you. [/QUOTE]
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