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Limiting Player choice useless?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1420604" data-attributes="member: 6398"><p>Make their uniqueness count for something...</p><p> </p><p>First, the Cleric: He is an icon of faith, an instrument of his god. Members of his religion (particularly high ranking church officials and the like) will <em>constantly</em> call upon him and his powers, to which the Cleric is <em>obligated</em> to fulfill as a matter of duty and faith. As his fame grows, the common folks (hearing tales of the healer and champion) will horde upon him for healing and the blessings of his diety in a manner resembling teen girls chasing The Beetles through an airport.</p><p> </p><p>Second, the Wizard: If your using the "two free spells per level", don't (or, more specifically, allow it <em>only</em> if the PC actually did take the time to research and study). Don't assume access to a library or laboratory (get your hands of FFG's <em>Spells & Spellcraft</em> if you can, and <em>Quint Wizard</em> touches on this a little as well). Make Item Creation Feats related specifically to process; Individual Magic Items should still require individual research in the same manner as a spell. In addition, he may very well have the <em>opposite</em> problems of the Cleric: Common folks may fear him, fleeing his vicinity or over charging him, denying him service, etc. His reputation may cause him problems: <em>summon monster I</em> is confused by witnesses as having conjured demons, leading to religious institutions calling him out to prove his loyalty to goodness by performing several tasks in the name of the church, etc.</p><p> </p><p>Yes, PCs should be the exception, and that means (sometimes) allowing non-standard choices. However, the rarer the choice, the more that rarity <em>should</em> effect game play as it unfolds at the table. Don't screw 'em, of course; But the weight of their choice should be equal to the choice.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1420604, member: 6398"] Make their uniqueness count for something... First, the Cleric: He is an icon of faith, an instrument of his god. Members of his religion (particularly high ranking church officials and the like) will [i]constantly[/i] call upon him and his powers, to which the Cleric is [i]obligated[/i] to fulfill as a matter of duty and faith. As his fame grows, the common folks (hearing tales of the healer and champion) will horde upon him for healing and the blessings of his diety in a manner resembling teen girls chasing The Beetles through an airport. Second, the Wizard: If your using the "two free spells per level", don't (or, more specifically, allow it [i]only[/i] if the PC actually did take the time to research and study). Don't assume access to a library or laboratory (get your hands of FFG's [i]Spells & Spellcraft[/i] if you can, and [i]Quint Wizard[/i] touches on this a little as well). Make Item Creation Feats related specifically to process; Individual Magic Items should still require individual research in the same manner as a spell. In addition, he may very well have the [i]opposite[/i] problems of the Cleric: Common folks may fear him, fleeing his vicinity or over charging him, denying him service, etc. His reputation may cause him problems: [i]summon monster I[/i] is confused by witnesses as having conjured demons, leading to religious institutions calling him out to prove his loyalty to goodness by performing several tasks in the name of the church, etc. Yes, PCs should be the exception, and that means (sometimes) allowing non-standard choices. However, the rarer the choice, the more that rarity [i]should[/i] effect game play as it unfolds at the table. Don't screw 'em, of course; But the weight of their choice should be equal to the choice. [/QUOTE]
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