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Lightly-armored, greatsword-wielding human fighter
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<blockquote data-quote="I'm A Banana" data-source="post: 2793341" data-attributes="member: 2067"><p>Meaning campaigns where the characters' success or failure hinges on their ability to impress courtly types with their high Charisma and ability to lead, manipulate, and influence the powerful leaders of nations with words and style as opposed to action and skill. Basically, a campaign that focuses on urban intrigue is what I meant. Low-Cha wilderness types would be largely crippled in such a campaign.</p><p></p><p></p><p></p><p>If a character wouldn't, in-character, decide to take the job, it doesn't exactly make sense for me to force the character to take it anyway. If the "series of adventures" is sailing on the high seas, and the rewards are typical adventurer fare (gold and experience!), and the world exists outside of just the adventurers, it makes perfect sense for a heavily armored dungeon delver to say "Not my thing, hire a swashbuckler." And then have the player that made the heavily armored dungeon delver make a swashbuckler.</p><p></p><p>It's not about being optimized or not being challenged; it's about being able to adequately face the challenges and contribute to the party withuot becoming a burden. </p><p></p><p></p><p></p><p>The justification is rather that the character wouldn't do such things. A dryad wouldn't cross a desert. An assassin wouldn't hunt undead. A barbarian wouldn't accompany a princess to court. Not just for Gold And Experience, anyway. And maybe not even for personal reasons, if they knew that was ALL they were going to face over much of their adventuring careers.</p><p></p><p></p><p></p><p>Which is fine becuase you're quite obviously a skilled DM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But imagine those with less skill, those who don't just focus an <em>encounter</em> on social interaction (for instance), but who focus an entire <em>campaign</em> on social interaction. Even using your own definitions, you'd have to agree that a low-Charisma brute of the wilderness would be totally hosed in such a campaign, meaning that every adventure, being made up nearly of entirely social interaction encounters, would be a constant pain for the player and the character to sit through. So if the character knew that escorting the Princess to the ball would make for an entire months-long campaign of similar things, the character would probably not even enter into the situation, instead choosing to go do something they were actually good at. </p><p></p><p>And that's the problem that the OP (and others) encounter. It's that selfish or clueless DM who has his preferred style of play and isn't willing to use a variety of challenges throughout a campaign to challenge a variety of characters, and yet he allows a vareity of characters into his games, assuring that some of those characters (and their players) won't be very happy with being in those campaigns. </p><p></p><p>It's not about being optimized for single encounters or even single adventures. No one expects to be able to deftly handle EVERY challenge that comes their way. However, no one expects to be unable to adequately handle ANY challenge that comes their way, either. It's about being able to contribute when a campaign has a rather myopic focus on one or two types of encounters or adventures. Many, MANY DM's do that. Especially those with vocal preferences and who don't spend a lot of time deisgning diverse adventures. </p><p></p><p>Consider a combat encounter with undead. Now extrapolate that: consider an adventure composed almost entirely of combat encounters with undead. Now go even further: consider a campaign made up almost entirely of adventures that are almost entirely combat encounters with undead.</p><p></p><p>And then try to play a rogue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2793341, member: 2067"] Meaning campaigns where the characters' success or failure hinges on their ability to impress courtly types with their high Charisma and ability to lead, manipulate, and influence the powerful leaders of nations with words and style as opposed to action and skill. Basically, a campaign that focuses on urban intrigue is what I meant. Low-Cha wilderness types would be largely crippled in such a campaign. If a character wouldn't, in-character, decide to take the job, it doesn't exactly make sense for me to force the character to take it anyway. If the "series of adventures" is sailing on the high seas, and the rewards are typical adventurer fare (gold and experience!), and the world exists outside of just the adventurers, it makes perfect sense for a heavily armored dungeon delver to say "Not my thing, hire a swashbuckler." And then have the player that made the heavily armored dungeon delver make a swashbuckler. It's not about being optimized or not being challenged; it's about being able to adequately face the challenges and contribute to the party withuot becoming a burden. The justification is rather that the character wouldn't do such things. A dryad wouldn't cross a desert. An assassin wouldn't hunt undead. A barbarian wouldn't accompany a princess to court. Not just for Gold And Experience, anyway. And maybe not even for personal reasons, if they knew that was ALL they were going to face over much of their adventuring careers. Which is fine becuase you're quite obviously a skilled DM. ;) But imagine those with less skill, those who don't just focus an [I]encounter[/I] on social interaction (for instance), but who focus an entire [I]campaign[/I] on social interaction. Even using your own definitions, you'd have to agree that a low-Charisma brute of the wilderness would be totally hosed in such a campaign, meaning that every adventure, being made up nearly of entirely social interaction encounters, would be a constant pain for the player and the character to sit through. So if the character knew that escorting the Princess to the ball would make for an entire months-long campaign of similar things, the character would probably not even enter into the situation, instead choosing to go do something they were actually good at. And that's the problem that the OP (and others) encounter. It's that selfish or clueless DM who has his preferred style of play and isn't willing to use a variety of challenges throughout a campaign to challenge a variety of characters, and yet he allows a vareity of characters into his games, assuring that some of those characters (and their players) won't be very happy with being in those campaigns. It's not about being optimized for single encounters or even single adventures. No one expects to be able to deftly handle EVERY challenge that comes their way. However, no one expects to be unable to adequately handle ANY challenge that comes their way, either. It's about being able to contribute when a campaign has a rather myopic focus on one or two types of encounters or adventures. Many, MANY DM's do that. Especially those with vocal preferences and who don't spend a lot of time deisgning diverse adventures. Consider a combat encounter with undead. Now extrapolate that: consider an adventure composed almost entirely of combat encounters with undead. Now go even further: consider a campaign made up almost entirely of adventures that are almost entirely combat encounters with undead. And then try to play a rogue. :p [/QUOTE]
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