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Lightly-armored, greatsword-wielding human fighter
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<blockquote data-quote="Imret" data-source="post: 2790211" data-attributes="member: 991"><p>It seems to me like Cintra's nailed it there; it seems to me like Nac isn't saying "The DM won't let me be the most powerful member of the party by leaps and bounds", but something more akin to "With a lack of DM/player communication, it's entirely possible to make a character whose concept, as supported by his skills and feats, is entirely useless in the campaign".</p><p></p><p>Similarly, <strong>Shaman</strong>, I think you're among the few DMs who tackle the "status quo/persistant world/forest of dangled plot hooks" style of DMing. I'm in favor of it, more power to you, etc. Most DMs either make it up as they go along or decide on their campaign theme without the players, then spring it on them as a "roleplaying challenge". The legitimate beef you describe is all to common, IMXP.</p><p></p><p>As far as the magic issue Nac mentioned that you weren't clear on, let me see if I can capture the essence of it.</p><p></p><p>You're invited to play in a new campaign, and you lovingly craft an interesting wizard, whose character is somewhat wrapped up in his ability to use magic. This is fair, he's a wizard. You've got your typical spells worked out, some flavor changes to the appearance of a couple spells you want to check with the DM, and all in all a PC you really want to play, to contribute to the team. Then, the DM reads a setting intro that starts with "For two hundred years the Great Dragons of Oogada have locked magic away from the world..."</p><p></p><p>You've got every right to be choked, and I've seen it happen. I've had a much more minor concern with my ranger/rogue. The only traps that weren't illusion-based were DC 25+ at 2nd level, the only foes who didn't attack from ambush in big open fields were undead and constructs (in a "low-magic, no undead" world), and we accumulated pretty much no treasure that wasn't a lost relic we had to return to someone with a noble title. Did I get to use my ranger skills? Certainly. Did I enjoy myself? Yes, quite a bit. Would I have been better served, effectiveness-wise, with just ranger levels? Hells yes.</p><p></p><p><em>However</em>, with all that said, telling a player "Well, I know you're gonna be absolutely no help in this series of adventures because it's the antithesis of the situation you shine in, but stuff it and get on board with my plan or you can just sit there for the rest of the session/we'll call you when they get back" is a little...unfun. Some of this does fall to the players...if they say "To hell with you, we're going to the undersea city" and leave the embermage on land, they deserve to be torn to shreds by whatever's down there. If they pool their cash and buy him a wand of 3rd-level <em>magic missile</em> so he can contribute, well, that's a party I'd like to join.</p></blockquote><p></p>
[QUOTE="Imret, post: 2790211, member: 991"] It seems to me like Cintra's nailed it there; it seems to me like Nac isn't saying "The DM won't let me be the most powerful member of the party by leaps and bounds", but something more akin to "With a lack of DM/player communication, it's entirely possible to make a character whose concept, as supported by his skills and feats, is entirely useless in the campaign". Similarly, [b]Shaman[/b], I think you're among the few DMs who tackle the "status quo/persistant world/forest of dangled plot hooks" style of DMing. I'm in favor of it, more power to you, etc. Most DMs either make it up as they go along or decide on their campaign theme without the players, then spring it on them as a "roleplaying challenge". The legitimate beef you describe is all to common, IMXP. As far as the magic issue Nac mentioned that you weren't clear on, let me see if I can capture the essence of it. You're invited to play in a new campaign, and you lovingly craft an interesting wizard, whose character is somewhat wrapped up in his ability to use magic. This is fair, he's a wizard. You've got your typical spells worked out, some flavor changes to the appearance of a couple spells you want to check with the DM, and all in all a PC you really want to play, to contribute to the team. Then, the DM reads a setting intro that starts with "For two hundred years the Great Dragons of Oogada have locked magic away from the world..." You've got every right to be choked, and I've seen it happen. I've had a much more minor concern with my ranger/rogue. The only traps that weren't illusion-based were DC 25+ at 2nd level, the only foes who didn't attack from ambush in big open fields were undead and constructs (in a "low-magic, no undead" world), and we accumulated pretty much no treasure that wasn't a lost relic we had to return to someone with a noble title. Did I get to use my ranger skills? Certainly. Did I enjoy myself? Yes, quite a bit. Would I have been better served, effectiveness-wise, with just ranger levels? Hells yes. [i]However[/i], with all that said, telling a player "Well, I know you're gonna be absolutely no help in this series of adventures because it's the antithesis of the situation you shine in, but stuff it and get on board with my plan or you can just sit there for the rest of the session/we'll call you when they get back" is a little...unfun. Some of this does fall to the players...if they say "To hell with you, we're going to the undersea city" and leave the embermage on land, they deserve to be torn to shreds by whatever's down there. If they pool their cash and buy him a wand of 3rd-level [i]magic missile[/i] so he can contribute, well, that's a party I'd like to join. [/QUOTE]
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