It's Official! D&D characters are fantasy-world suerheroes :)


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The author for the article doesn't view the idea of PCs being the "superheroes" of the D&D world (section one) as a cop out. He says that at the end of section five "Solution 5: Don't Worry about It: You and your friends have come to the table to play D&D." Section five taking the attitude that since you've come to play and can play anything, why not play people who want to adventure together? Personally, it bugs me when one player, especially in tournament play, requires teeth pulling to motivate his PC to adventure or do so with someone else in the party in particular. It's amazing how much effort some people will put in to explain why they simply "won't be having a good time today."

(Where's that damned 'rolly eyes' thing when you need it?)
 

Good article. I agree that higher-level PCs at any rate are best seen as the mileu's super-heroes - BTW in the old Dragon Pass fantasy boardgame the greatest champions Jar-El & Harek are explicitly called "Super Heroes", characters like Roland & Bishop Turpin from The Song of Roland, or Arthur's knights in many Arthurian romances, clearly fit the bill.
I think random dungeoncrawling makes increasingly little sense after 9th/Name level in D&D, a superhero paradigm where the high-level PCs are called upon to answer specific threats that ordinary mortals can't handle works much better.
 

Of course, the article implies that 1st level PCs are superheroes...and I thought you had to be at least an 8th level fighter for that...
 

TerraDave said:
Of course, the article implies that 1st level PCs are superheroes...and I thought you had to be at least an 8th level fighter for that...
Not since a couple of editions ago. ;)

It's discouraging to me when a player sits down at the table to play D&D, a game of adventure and derring-do (i.e., killing things and taking their stuff) , and then wants either the GM or another player to give his character a really good reason to get off his dead-arse and go play. This is just disruptive to me.

I tend not to play one type of character over and over again - some players like that, but I'm not one of them. I prefer my characters to be unique relative to one another as much as possible. That said, the one common thread that runs through all of my characters is that they adventure because they are adventurers! They've accepted the adventuring lifestyle, so they don't need to be motivated to go off and search a dark forest or a twisting catacomb, to rescue a princess or steal an artifact - they do it because that is what they do.
 


I'm not really interested in hearing a cop-out method of getting the party to work together... I was hoping for an answer that WASN'T a cop-out. Basically, the author is saying "this is a really stupid way of doing it, but it works". Sure it works...but it's stupid!
 

Although I love to rib the folks at WotC as much as the next guy, I have to say in all fairness the "cop-out" method was offered after a few more ambitious solutions.

I think it is important for players and DM to work together to find a manageable hook, and a protocol for adding members to the supergroup--err, party. :)
 


also as such ..

fantasy super heroes should not be experts in .... making fart sounds with their underarms, knowing the right time of year to milk to the bull to use animal husbandry on the cows, the price of tea in China, etc...

the menial jobs and the experts in them have been doing those things all their lives..
young adventurers have been training to be young adventurers so they can survive to be old adventurers... they should know what their class implies... and maybe... just maybe a few scraps of knowledge on things close to that class... like a fighter knowing how to care for his armor and swords... but not writing haiku for a court of nobles he has never met...
 

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