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Help me out on character customization here please
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<blockquote data-quote="N'raac" data-source="post: 6180444" data-attributes="member: 6681948"><p>If you're looking for a huge array of options, like D&D 3.5 or Pathfinder have with all the rules currently out there, I very much doubt DDN will do the trick.</p><p></p><p>But I suspect a lot of the customization you are looking for would not be possible if you picked up a D&D 3.5 Player's Handbook or the Pathfinder Core Rule Book either. Both games have seen extensive additional rules published in addition to their core rules set. It's not much of a gamble to suggest DDN will as well.</p><p></p><p>You ask "just what would differentiate my swordsman from another player's fighter if they chose the same subclass"? Besides role playing, which was mentioned above, what would differentiate your Pathfinder human fighter with Archetype A specialized in the Bastard Sword used one handed with a tower shield from any other Pathfinder human fighter with Archetype A specialized in the Bastard Sword used one handed with a tower shield? If we build identical, or close to identical, characters, then little will distinguish them mechanically, although role playing can still make them totally different characters.</p><p></p><p>From what I understand in DDN, you will be choosing a race, background and subclass for each character, setting their ability scores (frex, want better scoundrel skills? take a higher DEX), choices within the class (martial path), feats and equipment (frex, higher DEX suggests lighter armor might be considered). If we can't build a party of 4 -6 characters who are each distinct from those choices, I think something is wrong with the gaming group, not the rules system. And that's before we add in any optional modules, expanded options from new rules sources, official, third party, and/or home brew.</p><p></p><p>And role playing, mentioned above. Mechanical differences still leave characters that feel the same if we RP them the same, and mechanically identical characters with very different personalities can be memorable as distinct characters.</p><p></p><p>Finally, and not really germane to the issue, I find it odd that one would be trying to build a unique, distinct character just like this guy from a movie.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6180444, member: 6681948"] If you're looking for a huge array of options, like D&D 3.5 or Pathfinder have with all the rules currently out there, I very much doubt DDN will do the trick. But I suspect a lot of the customization you are looking for would not be possible if you picked up a D&D 3.5 Player's Handbook or the Pathfinder Core Rule Book either. Both games have seen extensive additional rules published in addition to their core rules set. It's not much of a gamble to suggest DDN will as well. You ask "just what would differentiate my swordsman from another player's fighter if they chose the same subclass"? Besides role playing, which was mentioned above, what would differentiate your Pathfinder human fighter with Archetype A specialized in the Bastard Sword used one handed with a tower shield from any other Pathfinder human fighter with Archetype A specialized in the Bastard Sword used one handed with a tower shield? If we build identical, or close to identical, characters, then little will distinguish them mechanically, although role playing can still make them totally different characters. From what I understand in DDN, you will be choosing a race, background and subclass for each character, setting their ability scores (frex, want better scoundrel skills? take a higher DEX), choices within the class (martial path), feats and equipment (frex, higher DEX suggests lighter armor might be considered). If we can't build a party of 4 -6 characters who are each distinct from those choices, I think something is wrong with the gaming group, not the rules system. And that's before we add in any optional modules, expanded options from new rules sources, official, third party, and/or home brew. And role playing, mentioned above. Mechanical differences still leave characters that feel the same if we RP them the same, and mechanically identical characters with very different personalities can be memorable as distinct characters. Finally, and not really germane to the issue, I find it odd that one would be trying to build a unique, distinct character just like this guy from a movie. [/QUOTE]
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