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How do you choose a class?
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<blockquote data-quote="John Dallman" data-source="post: 9642872" data-attributes="member: 6999616"><p>For me, this isn't a process I can analyse completely. There's a mixture of several criteria:</p><ul> <li data-xf-list-type="ul">Is there something in this setting I want to learn more about? For example, in Avalon, there's a dominant religion, but as far as I knew five years ago, there hadn't been any PC clerics that were members. So I created one, have learned a lot about the religion, and helped develop the spell lists for some of its aspects.</li> <li data-xf-list-type="ul">What will be needed in a party? For the GURPS 4e Dungeon Fantasy campaign, it was obvious we'd need skilled hand-to-hand fighters, so I took a Knight (the heavy armour and weapons template) and found it entertaining. There are a lot more options for combat tactics in GURPS than D&D, so it isn't just "attempt to hit, roll damage if successful, turn ends."</li> <li data-xf-list-type="ul">How does the party fit into the setting? This criterion has had many different effects, but it usually starts with who the character's family are, and their social and economic position. My sole D&D 5e character to date was a dwarven apprentice stonemason, who got conscripted into an army in wartime, and became an adventurer to earn money to get his father's hand regenerated after an accident.</li> <li data-xf-list-type="ul">What should I do for the player group? In the occult WWII campaign, my character in the first strand was up at the sharp end of the party and got a lot of solo scenes as an infiltrator. So in the next strand, I'm playing a character who's mainly about supporting the other characters. This includes being the notional leader, which mainly involves taking responsibility rather then telling the other PCs what to do. </li> </ul></blockquote><p></p>
[QUOTE="John Dallman, post: 9642872, member: 6999616"] For me, this isn't a process I can analyse completely. There's a mixture of several criteria: [LIST] [*]Is there something in this setting I want to learn more about? For example, in Avalon, there's a dominant religion, but as far as I knew five years ago, there hadn't been any PC clerics that were members. So I created one, have learned a lot about the religion, and helped develop the spell lists for some of its aspects. [*]What will be needed in a party? For the GURPS 4e Dungeon Fantasy campaign, it was obvious we'd need skilled hand-to-hand fighters, so I took a Knight (the heavy armour and weapons template) and found it entertaining. There are a lot more options for combat tactics in GURPS than D&D, so it isn't just "attempt to hit, roll damage if successful, turn ends." [*]How does the party fit into the setting? This criterion has had many different effects, but it usually starts with who the character's family are, and their social and economic position. My sole D&D 5e character to date was a dwarven apprentice stonemason, who got conscripted into an army in wartime, and became an adventurer to earn money to get his father's hand regenerated after an accident. [*]What should I do for the player group? In the occult WWII campaign, my character in the first strand was up at the sharp end of the party and got a lot of solo scenes as an infiltrator. So in the next strand, I'm playing a character who's mainly about supporting the other characters. This includes being the notional leader, which mainly involves taking responsibility rather then telling the other PCs what to do. [/LIST] [/QUOTE]
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