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<blockquote data-quote="Whitey" data-source="post: 1317120" data-attributes="member: 15994"><p>Whitey grumps in 3 2 1:</p><p></p><p>Whatever happened to the individual in D&D? The unique, characterful character that enriches the whole playing group just by being and doing what they are? That's not defined by a dice roll, PrC, or even class/class levels.</p><p></p><p>As a character progresses, both in levels and in terms of their concept and personality, they become more novel, not less - the skills, feats and items they'll have, along with their adventuring experiences, shape what they can do and how they'll go about doing it. The notion that (to pick one possible combination) anyone with wizard and fighter levels <strong>must</strong> become EK, investing in X feats and Y spell combos to stay competitive, really hinders play. It's advantageous in terms of some numbers. It might also be completely contradictory to the character's concept. Who wants to game with a glorified algebra equation at the table?</p><p></p><p>By itself, a PrC isn't such a horrible idea. It's a reward, one that empowers the player. The empowered, committed player empowers the rest of the party - and the game as a whole. Happy players game better. That being said, Whitey also thinks it fair to say there are some horribly br0key PrCs out there. If one is to be a reward, a special thing for that specially capable and meritorious character, it can't simultaneously be a blunt weapon to be employed against the rules or devised to unbalance play. Anything that can be so employed should get more than a little scrutiny.</p><p>[/grump]</p><p></p><p>In the end, a bad RPer is a bad RPer. No dice roll can remedy that. The cure there is time, understanding, and some nudges in the right direction by the rest of the group. Using skill bonuses, rules loopholes, or the dreaded DM Fiat one way or the other can only mask the central issue - RPGs need good RP to be their best.</p></blockquote><p></p>
[QUOTE="Whitey, post: 1317120, member: 15994"] Whitey grumps in 3 2 1: Whatever happened to the individual in D&D? The unique, characterful character that enriches the whole playing group just by being and doing what they are? That's not defined by a dice roll, PrC, or even class/class levels. As a character progresses, both in levels and in terms of their concept and personality, they become more novel, not less - the skills, feats and items they'll have, along with their adventuring experiences, shape what they can do and how they'll go about doing it. The notion that (to pick one possible combination) anyone with wizard and fighter levels [B]must[/B] become EK, investing in X feats and Y spell combos to stay competitive, really hinders play. It's advantageous in terms of some numbers. It might also be completely contradictory to the character's concept. Who wants to game with a glorified algebra equation at the table? By itself, a PrC isn't such a horrible idea. It's a reward, one that empowers the player. The empowered, committed player empowers the rest of the party - and the game as a whole. Happy players game better. That being said, Whitey also thinks it fair to say there are some horribly br0key PrCs out there. If one is to be a reward, a special thing for that specially capable and meritorious character, it can't simultaneously be a blunt weapon to be employed against the rules or devised to unbalance play. Anything that can be so employed should get more than a little scrutiny. [/grump] In the end, a bad RPer is a bad RPer. No dice roll can remedy that. The cure there is time, understanding, and some nudges in the right direction by the rest of the group. Using skill bonuses, rules loopholes, or the dreaded DM Fiat one way or the other can only mask the central issue - RPGs need good RP to be their best. [/QUOTE]
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