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Limiting Player choice useless?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1421269" data-attributes="member: 871"><p>Here's a general question (regarding restrictions on classes/races in game):</p><p></p><p>Does a player <em>really</em> need a certain in-game mechanism to have a unique & interesting character, or is it merely a matter of making the character unique through roleplaying?</p><p></p><p>I'd argue that race & class restrictions shouldn't matter at all--a great character isn't defined by class, race, feats, stats, skills, & what not--a great character is defined by his/her actions, personality, & other things that don't really need a mechanic of some sort behind it to make a unique character.</p><p></p><p>I think that such things are often forgotten in RPGs. Characters are often viewed as "good human cleric" or "lawful dwarf warrior" instead of as Brother Belerus the kind humanitarian or Guthred Keenblade the loyal mercenary.</p><p></p><p>I also thini it's important to provide several reasons & events in-game that emphasize why certain elements are rare. If there's no reminder in-game, it can easily be forgotten.</p><p></p><p>However, I think 1 thing that should be utilized often is use of the NPC classes. Have adepts instead of mages & priests. Have warriors instead of fighters & barbarians. Have aristocrats be in charge, commoners populate the towns, and experts serve as local advisors & guides. The less often PC classes are used for NPCs, the better chance you'll have in emphasizing that certain things are rare (IMHO).</p><p></p><p>And I don't think it's totally outlandish to have a powerful opponent only have levels in an NPC class, either--it'll depend more on how they're played rather than how they're made in order to make them great.</p><p></p><p>I'm all for limiting choices. However, as the game progresses, I'd recommend that you expand choices for the players if the opportunity arises. Say, for example, a PC with quite a few levels dies during an adventure. Allow the player to replace the PC with another one, offering a few additonal options to them now than you did before during character creation--mainly as a result/reward for the players' in-game progress in the campaign setting.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1421269, member: 871"] Here's a general question (regarding restrictions on classes/races in game): Does a player [I]really[/I] need a certain in-game mechanism to have a unique & interesting character, or is it merely a matter of making the character unique through roleplaying? I'd argue that race & class restrictions shouldn't matter at all--a great character isn't defined by class, race, feats, stats, skills, & what not--a great character is defined by his/her actions, personality, & other things that don't really need a mechanic of some sort behind it to make a unique character. I think that such things are often forgotten in RPGs. Characters are often viewed as "good human cleric" or "lawful dwarf warrior" instead of as Brother Belerus the kind humanitarian or Guthred Keenblade the loyal mercenary. I also thini it's important to provide several reasons & events in-game that emphasize why certain elements are rare. If there's no reminder in-game, it can easily be forgotten. However, I think 1 thing that should be utilized often is use of the NPC classes. Have adepts instead of mages & priests. Have warriors instead of fighters & barbarians. Have aristocrats be in charge, commoners populate the towns, and experts serve as local advisors & guides. The less often PC classes are used for NPCs, the better chance you'll have in emphasizing that certain things are rare (IMHO). And I don't think it's totally outlandish to have a powerful opponent only have levels in an NPC class, either--it'll depend more on how they're played rather than how they're made in order to make them great. I'm all for limiting choices. However, as the game progresses, I'd recommend that you expand choices for the players if the opportunity arises. Say, for example, a PC with quite a few levels dies during an adventure. Allow the player to replace the PC with another one, offering a few additonal options to them now than you did before during character creation--mainly as a result/reward for the players' in-game progress in the campaign setting. [/QUOTE]
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