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General Tabletop Discussion
*TTRPGs General
Player Etiquette: Changing Class
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<blockquote data-quote="Mercule" data-source="post: 4448498" data-attributes="member: 5100"><p>My general thought is that players should play characters that appeal to them. If they aren't having fun, they should switch. Depending on how much concern your group has for continuity, you may want to wait until the end of the current adventure, or not.</p><p></p><p>As far as an eye toward group composition, I do tend to feel that the players should have a good portion of the responsibility for that. I look at it more from a point of whether the characters would stick together, if the players are mutually having fun, and if people are not doubling up on "spotlight" abilities. If the group has a theme to it (we did a rogue/stealth group once, where everyone maxed their hide/sneak skills), then it's back to the DM to make sure he isn't limiting the group to adventures that run counter to what they're trying. </p><p></p><p>That said, if your group actually did try to split up the roles, then you bailing on the last leader might be worth running past them because there may be an unspoken (or spoken) assumption that you're playing that "zone". In my group, it would be a non-issue, but it would still be polite to say something, rather than just show up with a different character.</p><p></p><p>DMs shouldn't run campaigns they don't like and players shouldn't run characters they don't enjoy. It's okay to use your second pick or plan B, since compromise is part of any group activity. But, it should still be fun.</p></blockquote><p></p>
[QUOTE="Mercule, post: 4448498, member: 5100"] My general thought is that players should play characters that appeal to them. If they aren't having fun, they should switch. Depending on how much concern your group has for continuity, you may want to wait until the end of the current adventure, or not. As far as an eye toward group composition, I do tend to feel that the players should have a good portion of the responsibility for that. I look at it more from a point of whether the characters would stick together, if the players are mutually having fun, and if people are not doubling up on "spotlight" abilities. If the group has a theme to it (we did a rogue/stealth group once, where everyone maxed their hide/sneak skills), then it's back to the DM to make sure he isn't limiting the group to adventures that run counter to what they're trying. That said, if your group actually did try to split up the roles, then you bailing on the last leader might be worth running past them because there may be an unspoken (or spoken) assumption that you're playing that "zone". In my group, it would be a non-issue, but it would still be polite to say something, rather than just show up with a different character. DMs shouldn't run campaigns they don't like and players shouldn't run characters they don't enjoy. It's okay to use your second pick or plan B, since compromise is part of any group activity. But, it should still be fun. [/QUOTE]
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