Reynard
aka Ian Eller
[NOTE: this is another thread in my ongoing series to explore and discuss various aspects of TTRPGs as I work toward a foundation for my own RPG. Thanks for participating. Even if we disagree it will be helpful.]
There are lots of ways to define PCs in TTRPGs, from classes and levels to skill based systems to tags and descriptors, not to mention games that combine these in different ways. And of course lots of RPGs use their own jargon to rename, redefine, and refocus any or all of these elements.
So how do you feel about the different ways PCs are defined in roleplaying games? Do you like clear archetypes like classes? Do you prefer an a la cart approach? What about "point buy" versus "rolled" attributes or whatever? Does it matter what genre the game is in? How does the way we define PCs impact play?
Part and parcel with defining the PCs is "leveling up" -- that is, character advancement. So let's talk about this here, too.
Thanks!
There are lots of ways to define PCs in TTRPGs, from classes and levels to skill based systems to tags and descriptors, not to mention games that combine these in different ways. And of course lots of RPGs use their own jargon to rename, redefine, and refocus any or all of these elements.
So how do you feel about the different ways PCs are defined in roleplaying games? Do you like clear archetypes like classes? Do you prefer an a la cart approach? What about "point buy" versus "rolled" attributes or whatever? Does it matter what genre the game is in? How does the way we define PCs impact play?
Part and parcel with defining the PCs is "leveling up" -- that is, character advancement. So let's talk about this here, too.
Thanks!







