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Forcing rules to accomodate character concepts
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<blockquote data-quote="Rothe" data-source="post: 3600324" data-attributes="member: 39813"><p>I agree with the OP pretty much 100%. Almost a sure sign of the entitlement mentality when one thinks a wrist-crossbow should be an uber weapon when it is actually a pretty poor one.</p><p></p><p>Yet I think it important to separate the complaints of I can't be an uber-character right away that can throw a metal spike with the force of a 155mm canon, to it is impossible under the sytem to ever, even at "level 20," create that character concept.</p><p></p><p>The latter is a justifiable complaint of game system inflexibility, especially if it is inflexible in ever being able to create reasonable characters from the genre that attracts and inspires its players. Although that inflexibility may be made and work very well for, ease of play, genre and/or game balance reasons. As to D&D, IMHO all these "complaints" can be traced to the class based system. It has many advantages, but the disadvantage is that it links many things and makes it very hard to emulate much in literature, fiction, or even real life heroes and adventurers without special exceptions and rule bending.</p><p></p><p>I'm not even talking uber characters, as a previous post put it so nicely D&D's take on class+level can mean:</p><p></p><p></p><p>One solution is a class for every new combination of skills or to mix classes. Last I looked D&D had 100s of classes. I think the Barbarian class was created to address the plethora of complaints that one couldn't make Conan ever under the rules as written, no matter what level you became and even if you naturally rolled 18/00 strength. Conan, besides being very strong, is really not a far fetched over the top character concept, a barbarian that is adapt at outdoor skills (of course), is stealthy (see outdoor skills re hunting, stalking) and can fight (of course), later in life he learned to sail and lead. </p><p></p><p>The obvious solution to the concept creation problem is skill based systems, then add on a bunch of feat-like advantages to cover all the cinematic stuff if you wish. These systems often provide more choice and options, but that leads to balance issues if not well implemented. I used to say they also had a lower ease of use, but skill tree based character improvement with lock-ins or chains of prerequisites that require extensive build planning makes that argument a non-starter.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3600324, member: 39813"] I agree with the OP pretty much 100%. Almost a sure sign of the entitlement mentality when one thinks a wrist-crossbow should be an uber weapon when it is actually a pretty poor one. Yet I think it important to separate the complaints of I can't be an uber-character right away that can throw a metal spike with the force of a 155mm canon, to it is impossible under the sytem to ever, even at "level 20," create that character concept. The latter is a justifiable complaint of game system inflexibility, especially if it is inflexible in ever being able to create reasonable characters from the genre that attracts and inspires its players. Although that inflexibility may be made and work very well for, ease of play, genre and/or game balance reasons. As to D&D, IMHO all these "complaints" can be traced to the class based system. It has many advantages, but the disadvantage is that it links many things and makes it very hard to emulate much in literature, fiction, or even real life heroes and adventurers without special exceptions and rule bending. I'm not even talking uber characters, as a previous post put it so nicely D&D's take on class+level can mean: One solution is a class for every new combination of skills or to mix classes. Last I looked D&D had 100s of classes. I think the Barbarian class was created to address the plethora of complaints that one couldn't make Conan ever under the rules as written, no matter what level you became and even if you naturally rolled 18/00 strength. Conan, besides being very strong, is really not a far fetched over the top character concept, a barbarian that is adapt at outdoor skills (of course), is stealthy (see outdoor skills re hunting, stalking) and can fight (of course), later in life he learned to sail and lead. The obvious solution to the concept creation problem is skill based systems, then add on a bunch of feat-like advantages to cover all the cinematic stuff if you wish. These systems often provide more choice and options, but that leads to balance issues if not well implemented. I used to say they also had a lower ease of use, but skill tree based character improvement with lock-ins or chains of prerequisites that require extensive build planning makes that argument a non-starter. [/QUOTE]
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