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<blockquote data-quote="Nagol" data-source="post: 6331829" data-attributes="member: 23935"><p>Playing against expectation//convention works so long as the game system supports it. You as a player are consuming finite space at the table. Don't bring in something that will substantially undercut the other players by reducing their effectiveness and/or make the GM miserable. In other words, going against expectation takes more min/maxing (minimising the sacrifice, maximising the usefulness) because you as a player have chosen a sub-optimal starting point.</p><p></p><p>Who's talking char-op? I'm talking char-dis-op.</p><p></p><p>If you want to go against expectation, the onus falls on you to understand the system well enough to know what sacrifices you are making and what sacrifice/risk this will cause the rest of the table. So you should take some time to understand the math so you aren't the Richard at the table.</p><p></p><p>I've had a player bring characters into a superhero game without an attack power (CHAMPIONS -- character's best attack was STR 10 punch/kick (same as a normal human for those that haven't seen the system). </p><p>I've had a player bring a deaf-mute killing machine into a game billed as intrigue/high-fantasy exploration adventure. </p><p>I've had a player exclaim "Neat! My DRT is lower than my off-hand dexterity" in an Aftermath character building session (DRT is the equivalent of hp and is typically 3-4 times the off-hand dex for those that haven't seen the system).</p><p>I've had a player struggle with a fancy-fop of a fighter that refused to wear armour of any type -- at first level. Well not the whole level, just for an encounter or two. Then I had to tell the player to roll a new one because that one was dead. Unfortunately, I had to make the same statement to 2 other players who wouldn't have lost characters in all likelihood if the first had been pulling his weight.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6331829, member: 23935"] Playing against expectation//convention works so long as the game system supports it. You as a player are consuming finite space at the table. Don't bring in something that will substantially undercut the other players by reducing their effectiveness and/or make the GM miserable. In other words, going against expectation takes more min/maxing (minimising the sacrifice, maximising the usefulness) because you as a player have chosen a sub-optimal starting point. Who's talking char-op? I'm talking char-dis-op. If you want to go against expectation, the onus falls on you to understand the system well enough to know what sacrifices you are making and what sacrifice/risk this will cause the rest of the table. So you should take some time to understand the math so you aren't the Richard at the table. I've had a player bring characters into a superhero game without an attack power (CHAMPIONS -- character's best attack was STR 10 punch/kick (same as a normal human for those that haven't seen the system). I've had a player bring a deaf-mute killing machine into a game billed as intrigue/high-fantasy exploration adventure. I've had a player exclaim "Neat! My DRT is lower than my off-hand dexterity" in an Aftermath character building session (DRT is the equivalent of hp and is typically 3-4 times the off-hand dex for those that haven't seen the system). I've had a player struggle with a fancy-fop of a fighter that refused to wear armour of any type -- at first level. Well not the whole level, just for an encounter or two. Then I had to tell the player to roll a new one because that one was dead. Unfortunately, I had to make the same statement to 2 other players who wouldn't have lost characters in all likelihood if the first had been pulling his weight. [/QUOTE]
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