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NO character concept what so ever, ahhh the freedom.
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<blockquote data-quote="Shallown" data-source="post: 735965" data-attributes="member: 1368"><p>I find running Prc's to be different for each GM. I have played in games where the roll playing was minimal as far as getting a Prc which is quite different than how I do it.</p><p></p><p>I seperate the mechanics and the roleplaying. I had a Character that took a level of blade singer before he ever joined the organization. His character had worked toward being one for several years. He had seen one in a huge battle/war and was impressed with his skill/dedication and atitude. He had strove to be one since level 0 (he started out as a 1st bard/fighter a bendingof the rules but I allowed it to fit the concept). Mechanics wise he was a 1st level bladesinger having met all the mechanical requirements including Still spell a feat he never used but one he roleplayed learning). Now role play wise if he ever called himself a bladesinger before he had officially been accepted by them they would have torn him a new one regardless of his abilities. </p><p></p><p>It all flowed together. I find requiring a one level warning to switch classes to be useful. The players can advance in classes they have without me worrying about it. If they want something new I have to know ahead to work in the roleplaying aspect. I have a rogue/fighter 6/2 mechanics wise in the group but he is nothing more roleplaying wise than a rogue. His increased fighting ability and feats are not that big a deal compared to what he does. </p><p></p><p>I think this is a problem/contention that is solved by divesting mechanics and roleplaying from each other in almost all areas that can be done realisticly but especially in classes and Prc's.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 735965, member: 1368"] I find running Prc's to be different for each GM. I have played in games where the roll playing was minimal as far as getting a Prc which is quite different than how I do it. I seperate the mechanics and the roleplaying. I had a Character that took a level of blade singer before he ever joined the organization. His character had worked toward being one for several years. He had seen one in a huge battle/war and was impressed with his skill/dedication and atitude. He had strove to be one since level 0 (he started out as a 1st bard/fighter a bendingof the rules but I allowed it to fit the concept). Mechanics wise he was a 1st level bladesinger having met all the mechanical requirements including Still spell a feat he never used but one he roleplayed learning). Now role play wise if he ever called himself a bladesinger before he had officially been accepted by them they would have torn him a new one regardless of his abilities. It all flowed together. I find requiring a one level warning to switch classes to be useful. The players can advance in classes they have without me worrying about it. If they want something new I have to know ahead to work in the roleplaying aspect. I have a rogue/fighter 6/2 mechanics wise in the group but he is nothing more roleplaying wise than a rogue. His increased fighting ability and feats are not that big a deal compared to what he does. I think this is a problem/contention that is solved by divesting mechanics and roleplaying from each other in almost all areas that can be done realisticly but especially in classes and Prc's. later [/QUOTE]
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NO character concept what so ever, ahhh the freedom.
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