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On meaningless restrictions
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<blockquote data-quote="prabe" data-source="post: 7914100" data-attributes="member: 7016699"><p>It's more a matter that I'm playing a game with classes. I've played and enjoyed games that didn't have classes, and I've played and enjoyed games that were more in the middle than even 5E is. I've homebrewed systems to make other skill systems more flexible. Then again, at this point I'm apparently more willing to embrace limitations than you are.</p><p></p><p></p><p></p><p>I think smaller lists are less intimidating to people who aren't used to TRPGs. It's kinda like going to a restaurant where the menu has 7 items, compared to a place where the menu has 40. Sure, if you know the restaurant (or at least the cuisine) you probably know what you want before you go in, but someone completely new to it can easily be overwhelmed.</p><p></p><p></p><p></p><p>But the overlap isn't total. I'm someone who likes skillhound characters, and I've homebrewed stuff to my taste in other systems, and I don't see the value of removing this particular restriction in this particular system.</p><p></p><p>I've also had some bad experiences with players who wanted minor exceptions carved out in the rules that later turned out to be chasms laden with exploits.</p><p></p><p></p><p></p><p>And I have a character in my head, who uses the Bard class mechanics and isn't a performer (trades out the instrument proficiencies for tool proficiencies, for reasons that make sense given his backstory). I don't think it's all that uncommon for people who spend enough time thinking about a given game to end up with character ideas that push the limits of the rules a little. If your idea for the character goes beyond the flexibility in RAW, remembering what someone said upthread about the concept maybe needing some levels, talk to your GM.</p></blockquote><p></p>
[QUOTE="prabe, post: 7914100, member: 7016699"] It's more a matter that I'm playing a game with classes. I've played and enjoyed games that didn't have classes, and I've played and enjoyed games that were more in the middle than even 5E is. I've homebrewed systems to make other skill systems more flexible. Then again, at this point I'm apparently more willing to embrace limitations than you are. I think smaller lists are less intimidating to people who aren't used to TRPGs. It's kinda like going to a restaurant where the menu has 7 items, compared to a place where the menu has 40. Sure, if you know the restaurant (or at least the cuisine) you probably know what you want before you go in, but someone completely new to it can easily be overwhelmed. But the overlap isn't total. I'm someone who likes skillhound characters, and I've homebrewed stuff to my taste in other systems, and I don't see the value of removing this particular restriction in this particular system. I've also had some bad experiences with players who wanted minor exceptions carved out in the rules that later turned out to be chasms laden with exploits. And I have a character in my head, who uses the Bard class mechanics and isn't a performer (trades out the instrument proficiencies for tool proficiencies, for reasons that make sense given his backstory). I don't think it's all that uncommon for people who spend enough time thinking about a given game to end up with character ideas that push the limits of the rules a little. If your idea for the character goes beyond the flexibility in RAW, remembering what someone said upthread about the concept maybe needing some levels, talk to your GM. [/QUOTE]
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