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General Tabletop Discussion
*Dungeons & Dragons
Letting Char-Gen Influence Race Concept
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<blockquote data-quote="evilbob" data-source="post: 6501649" data-attributes="member: 9789"><p>A long while back I was also frustrated at the difference between watching players who had optimal race/class combos with well-placed ability scores vs. players who wanted to play their own thing (and were very unoptimized). It was frustrating because even though the non-optimized players couldn't really put their finger on any one specific thing, they just didn't enjoy the game as much - they failed a little more often, missed a little more often, and didn't really get to DO things a little more often compared to their optimized compatriots. The players wouldn't really even be able to describe their specific frustrations, but I could see it from a meta perspective while leading the game. And I hated that they weren't able to enjoy the game as much because they weren't as optimized. (Also note that there is absolutely a level of relativity in this: if no one were optimized, they probably wouldn't have noticed anything. But when some are and some aren't, it's the comparison that will get you.)</p><p></p><p>For a while I would just strongly lead players into optimized combinations during character creation, since I knew their overall play experience would be more enjoyable (hit more, succeed more, DO more, etc.) - but I later realized I was effectively ruining their character concepts. Once I realized that, I decided to stop limiting the <em>players</em>, and start adjusting the <em>rules</em>. So I started letting any race give a bonus to any score, for example. Because in the end, it's way more important that someone be able to play the character they want - and not just fail a lot more because it's an oddball (read: interesting) choice - than to keep to any long-standing traditions of subtly encouraging very specific class/race cliches. And it's worked for us ever since.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6501649, member: 9789"] A long while back I was also frustrated at the difference between watching players who had optimal race/class combos with well-placed ability scores vs. players who wanted to play their own thing (and were very unoptimized). It was frustrating because even though the non-optimized players couldn't really put their finger on any one specific thing, they just didn't enjoy the game as much - they failed a little more often, missed a little more often, and didn't really get to DO things a little more often compared to their optimized compatriots. The players wouldn't really even be able to describe their specific frustrations, but I could see it from a meta perspective while leading the game. And I hated that they weren't able to enjoy the game as much because they weren't as optimized. (Also note that there is absolutely a level of relativity in this: if no one were optimized, they probably wouldn't have noticed anything. But when some are and some aren't, it's the comparison that will get you.) For a while I would just strongly lead players into optimized combinations during character creation, since I knew their overall play experience would be more enjoyable (hit more, succeed more, DO more, etc.) - but I later realized I was effectively ruining their character concepts. Once I realized that, I decided to stop limiting the [I]players[/I], and start adjusting the [I]rules[/I]. So I started letting any race give a bonus to any score, for example. Because in the end, it's way more important that someone be able to play the character they want - and not just fail a lot more because it's an oddball (read: interesting) choice - than to keep to any long-standing traditions of subtly encouraging very specific class/race cliches. And it's worked for us ever since. [/QUOTE]
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Letting Char-Gen Influence Race Concept
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