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*TTRPGs General
How Can You Politely Say, "Your Character Sucks?"
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<blockquote data-quote="Squizzle" data-source="post: 5068282" data-attributes="member: 76486"><p>The balance point is 16 (+2) in primary stat for 50% chance (11 or more on d20) to hit skirmisher AC (level + 14) at level 1 with a +2 proficiency weapon, or with an implement vs. NAD (level + 12).</p><p></p><p>You don't have to optimise, but a character who is deliberately not only suboptimal but sub-balance is adding to the DM's encounter budget without doing a full character's worth of work for that XP, increasing the burden on the other characters. This can be addressed by party tactics or by DM skill, but both of those are placing more work on your peers--especially the DM, who already has the largest workload of anyone in the group. If everyone is fine with that, so be it, but they should know it beforehand; the default assumption is that everyone will be building at least to balance, i.e. "pulling their weight". Moreover, a character like this will be easily outshone by the others, who will be tearing through enemies that this character struggles to hit.</p><p></p><p>This only addresses the mechanical implications. Roleplay doesn't have a rulebook, so mechanics are all we can address. You're using the mechanics of D&D, which carries certain basic assumptions with it, for instance, that the characters will have a minimum level of competence. If you want to play a game that allows for less skillful characters to still seem badass and achieve equal spotlight time, something like FATE (I recommend it in the form of Spirit of the Century) might be better. Just create an Aspect like "Sorcerer's Apprentice" or "Bumbling Swordsman", or even "Like a Swordmage with 14 Int", and you have effective mechanical backing that lets this character have equal spotlight, equal fun, and even equal effectiveness.</p></blockquote><p></p>
[QUOTE="Squizzle, post: 5068282, member: 76486"] The balance point is 16 (+2) in primary stat for 50% chance (11 or more on d20) to hit skirmisher AC (level + 14) at level 1 with a +2 proficiency weapon, or with an implement vs. NAD (level + 12). You don't have to optimise, but a character who is deliberately not only suboptimal but sub-balance is adding to the DM's encounter budget without doing a full character's worth of work for that XP, increasing the burden on the other characters. This can be addressed by party tactics or by DM skill, but both of those are placing more work on your peers--especially the DM, who already has the largest workload of anyone in the group. If everyone is fine with that, so be it, but they should know it beforehand; the default assumption is that everyone will be building at least to balance, i.e. "pulling their weight". Moreover, a character like this will be easily outshone by the others, who will be tearing through enemies that this character struggles to hit. This only addresses the mechanical implications. Roleplay doesn't have a rulebook, so mechanics are all we can address. You're using the mechanics of D&D, which carries certain basic assumptions with it, for instance, that the characters will have a minimum level of competence. If you want to play a game that allows for less skillful characters to still seem badass and achieve equal spotlight time, something like FATE (I recommend it in the form of Spirit of the Century) might be better. Just create an Aspect like "Sorcerer's Apprentice" or "Bumbling Swordsman", or even "Like a Swordmage with 14 Int", and you have effective mechanical backing that lets this character have equal spotlight, equal fun, and even equal effectiveness. [/QUOTE]
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How Can You Politely Say, "Your Character Sucks?"
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