Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How long are you willing to wait for a build to "turn on?"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 8640565" data-attributes="member: 7006"><p>Me personally, I'm also in the camp that comes up with my character completely separate from any mechanical expression. I usually do not care what the mechanics end up being and could take any number of different classes to express who the character is. And after selecting a class, how the character advances mechanically ends up just following how the character advances in the story. I never really go into any game thinking purely mechanical-- "I really want to make a heavy-weapon using character that can stop monsters from getting around me so that I can protect the squishies behind me". Instead, it's more something like "The DM has set up this protective organization in the starting town, so I'd like to be a young farmhand from outside the village who shows up on their doorstep to train because his parents have had issues with neighboring creatures coming in and stealing their animals". And none of that background specifically denotes any necessary class or any "moves" the farmhand can do... so I can pick and choose how it gets "built" later on. Usually after other players have chosen what they want to play and I can fill in a class for what we might want/need.</p><p></p><p>And thus there's no real time where the build "turns on"-- the character is the character from the get-go. And any mechanical bits that show up later are cool and all, but none of them are required or a part of the design.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8640565, member: 7006"] Me personally, I'm also in the camp that comes up with my character completely separate from any mechanical expression. I usually do not care what the mechanics end up being and could take any number of different classes to express who the character is. And after selecting a class, how the character advances mechanically ends up just following how the character advances in the story. I never really go into any game thinking purely mechanical-- "I really want to make a heavy-weapon using character that can stop monsters from getting around me so that I can protect the squishies behind me". Instead, it's more something like "The DM has set up this protective organization in the starting town, so I'd like to be a young farmhand from outside the village who shows up on their doorstep to train because his parents have had issues with neighboring creatures coming in and stealing their animals". And none of that background specifically denotes any necessary class or any "moves" the farmhand can do... so I can pick and choose how it gets "built" later on. Usually after other players have chosen what they want to play and I can fill in a class for what we might want/need. And thus there's no real time where the build "turns on"-- the character is the character from the get-go. And any mechanical bits that show up later are cool and all, but none of them are required or a part of the design. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How long are you willing to wait for a build to "turn on?"
Top