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<blockquote data-quote="Ariosto" data-source="post: 4856858" data-attributes="member: 80487"><p>This is in my experience a non-issue when one does not get to choose a character's particulars but instead "rolls up" abilities and must take the dictates of chance. Then, it's just part of the game to make the best of whatever hand one has been dealt.</p><p></p><p>It has rarely been an issue in games of "designing characters" either, although part of that may be due to my not having played them very much. I have seen some pretty hapless Champions characters, but I think always because the players were too poorly acquainted with the system to translate some concepts adequately into game terms -- their great weaknesses were unanticipated.</p><p></p><p>Still, I don't recall its ever having been such a big issue as to make the game less fun. It seems to have been just the opposite, actually! <strong>Interesting</strong> characters are fun, and weaknesses can be as interesting as strengths. What I think is generally <em>most</em> interesting is a combination of the two with sharp contrasts. A good spread centered on "average" tends to produce that.</p><p></p><p>The apparent "loser" who becomes a success despite adversity builds up the kind of story that I have found very memorable. That survival to 2nd level in old-style D&D requires a rare combination of <em>player</em> skill and sheer luck -- that <em>most</em> characters, including the "gawdz", are going to perish early -- makes a set of high scores less relevant.</p><p></p><p>What actually happens in play is what matters, and the only way to discover that is to get on with the playing!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4856858, member: 80487"] This is in my experience a non-issue when one does not get to choose a character's particulars but instead "rolls up" abilities and must take the dictates of chance. Then, it's just part of the game to make the best of whatever hand one has been dealt. It has rarely been an issue in games of "designing characters" either, although part of that may be due to my not having played them very much. I have seen some pretty hapless Champions characters, but I think always because the players were too poorly acquainted with the system to translate some concepts adequately into game terms -- their great weaknesses were unanticipated. Still, I don't recall its ever having been such a big issue as to make the game less fun. It seems to have been just the opposite, actually! [B]Interesting[/B] characters are fun, and weaknesses can be as interesting as strengths. What I think is generally [I]most[/I] interesting is a combination of the two with sharp contrasts. A good spread centered on "average" tends to produce that. The apparent "loser" who becomes a success despite adversity builds up the kind of story that I have found very memorable. That survival to 2nd level in old-style D&D requires a rare combination of [I]player[/I] skill and sheer luck -- that [I]most[/I] characters, including the "gawdz", are going to perish early -- makes a set of high scores less relevant. What actually happens in play is what matters, and the only way to discover that is to get on with the playing! [/QUOTE]
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