I feel like a Munchkin...

Cedric

First Post
Ok,

I keep thinking up character concepts (we have a new 3rd ed campaign coming up). When I come up with my concept (all well couched and based in roleplaying, history, the attitudes and mannerisms of the character, very devout to their personality) I also have to come up with a plan of progression for this character.

I want my character to be affective. Now here is where the problem comes in...

The characters I come up keep making me feel like I'm a munchkin. I keep running across power plays in various places that take some concept I've been considering and add to it in ways that just make me uncomfortable.

I mean, I was thinking about an Elven Archer/Cleric (no prc's just straight cleric with an archery focus). Then I come across the 3.5 archery thread in the rules forum...now I don't think I could play an Archer.

I was thinking of a human melee based character with several muti-classes, using twf and dual short swords. Then I come across all of the twf arguments...now I don't think I can play him either.

Does anyone else have this problem? or is it just me?

Cedric
 

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This may sound silly...but I want to be proud of my character. I very much get into my characters personalities and backgrounds. I want to be proud of them...

But for some reason this has just become a hang up for me. Like someone would ask what I'm playing...I would explain...and then have people thinking..."what a power gaming munchkin".

*shrugs* Was wondering if it's just me...

Cedric
 

Nah, just have a broad array of non-combat skills and feats available to you.

For example, there's nothing wrong with trying to be the best swordsman in the kingdom. However, make sure you're able to plop a bunch of skill points in Intimidate and/or Bluff, to use your reputation to your advantage in social situations.

As for "power plays", just talk to your DM about it. I have no problem with my players taking powerful combinations -- but they know that they're in a world where they don't need such things to survive, and that someone very specialized will require a lot of support in many situations.

-- Nifft
 

Nothing quite so sad as seeing another Self-Hating Gamer.

Come up with your rich, textured background. Write odes and sonnets detailing your characters exploits, loves and dreams. Perform interprestive dances of your character's passage through the birth canal. Yay roleplaying!

*But* if you can get a bonus where there wasn't one before---just follow this simple credo:

1. Efficiency in character design is not a vice.
2. Inefficiency in character design is not a virtue.
 

I hear you Wormwood. The truth is...I'm not going to let these feelings keep me from making up my mind on a character.

It's just that before 3rd Edition...I never really had these thoughts about D&D. I think it's an interesting twist to the D&D experience.

I can't imagine that I'm the only person who feels this way though.

Cedric
 

Hey, we all play the game to have fun. Don't be encumbered with the perception of munchkin or even Monty Haul. Play what makes you smile and you're doing well.

The advice I give to my players, however, is not to play a character that will one day be cool based on some path to power they have calculated. Instead, play a character that you can enjoy on the way up to that position of power.

In the end, all characters are powerful. But it is the journey of the game that is where all the true fun is.
 

For me, it depends on the character. If it's a warrior type, and by that I mean fighter, ranger, paladin, etc..., I'm going to try and make sure he's the best at something.

For mages, clerics, I'll go a little out of the way to customize them but for the most part, they rely on spells, skills and magic items.
 

Re

You're only a munchkin if you go out of your way to come up with the most powerful character possible regardless of story or concept. The term munchkin loses its validity if simply making a highly effective character makes you a munchkin.
 

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