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<blockquote data-quote="Amphimir Míriel" data-source="post: 4474712" data-attributes="member: 55933"><p>Well, I obviously disagree, let me try to explain my point of view...</p><p></p><p></p><p></p><p>This is a common failure for aspiring writers, and its known in the fan-fiction world as the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/MarySue" target="_blank">Mary Sue/Marty Stu</a> syndrome.</p><p></p><p>Just because you are the author (or in a rpg, a co-author) it doesn't mean that the best thing for the story is for your character to do everything right, with no justification. Quite the contrary.</p><p></p><p>It is one thing to say that you can weave tapestries or repair mundane armor in your spare time and quite another to claim masterpiece-level-status in all trades and secret knowledge of each and every plane of existence.</p><p></p><p>In short, in my games, you are allowed to shape your character in any way or form that fits the overall story. And by "overall story" I mean the consensus created between everybody at the table.</p><p></p><p></p><p></p><p>I see nothing in the 4E rules that prevents a character from being a smooth-talking rake, more at home in the political arena of a prince's court than in a grimy dungeon:</p><p></p><p>Start with a high-cha build (there are several options here, I won't elaborate)</p><p></p><p>Train Bluff and Diplomacy, and eventually pick skill focus for both. </p><p></p><p>Choose Cha when its time to improve your ability scores.</p><p></p><p>If you want, you can also reflavor some (or all) of your attacks to fit your concept.</p><p></p><p>Finally, choose a gaming group where the adventures will lead more towards investigation, intrigue, and social interaction, than outright combat.</p><p></p><p>Again, there is enough info in the DMG to run non-combat encounters and I am sure that any DM worth their salt can make enough non-combat challenges to suit any style.</p><p></p><p></p><p></p><p>Again, no need to argue with the DM. </p><p></p><p>Anything that represents a conflict (be it a crossbow shot or a seduction attempt), must be backed by rules, even if in most cases its only something whipped out of the page 42 table. </p><p></p><p>Anything that's just flavor doesn't need backing at all.</p><p></p><p></p><p></p><p>There is nothing in any edition of D&D that suggest pre-programmed goals. And although I grant you that some people play a "kick-in the door, kill the monsters, get phat l3wtz" style, it is certainly not my style, anymore than yours.</p><p></p><p>Best regards,</p><p></p><p>Amphimir Míriel, bard and minstrel</p></blockquote><p></p>
[QUOTE="Amphimir Míriel, post: 4474712, member: 55933"] Well, I obviously disagree, let me try to explain my point of view... This is a common failure for aspiring writers, and its known in the fan-fiction world as the [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/MarySue"]Mary Sue/Marty Stu[/URL] syndrome. Just because you are the author (or in a rpg, a co-author) it doesn't mean that the best thing for the story is for your character to do everything right, with no justification. Quite the contrary. It is one thing to say that you can weave tapestries or repair mundane armor in your spare time and quite another to claim masterpiece-level-status in all trades and secret knowledge of each and every plane of existence. In short, in my games, you are allowed to shape your character in any way or form that fits the overall story. And by "overall story" I mean the consensus created between everybody at the table. I see nothing in the 4E rules that prevents a character from being a smooth-talking rake, more at home in the political arena of a prince's court than in a grimy dungeon: Start with a high-cha build (there are several options here, I won't elaborate) Train Bluff and Diplomacy, and eventually pick skill focus for both. Choose Cha when its time to improve your ability scores. If you want, you can also reflavor some (or all) of your attacks to fit your concept. Finally, choose a gaming group where the adventures will lead more towards investigation, intrigue, and social interaction, than outright combat. Again, there is enough info in the DMG to run non-combat encounters and I am sure that any DM worth their salt can make enough non-combat challenges to suit any style. Again, no need to argue with the DM. Anything that represents a conflict (be it a crossbow shot or a seduction attempt), must be backed by rules, even if in most cases its only something whipped out of the page 42 table. Anything that's just flavor doesn't need backing at all. There is nothing in any edition of D&D that suggest pre-programmed goals. And although I grant you that some people play a "kick-in the door, kill the monsters, get phat l3wtz" style, it is certainly not my style, anymore than yours. Best regards, Amphimir Míriel, bard and minstrel [/QUOTE]
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