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<blockquote data-quote="William Ronald" data-source="post: 2415868" data-attributes="member: 426"><p>I think that each gaming group, including the GM and players, have to find their own comfort zone with rules and options. I have seen well made characters using multiple rules, run by players who are good roleplayers. Similarly, I have seen characters made from multiple rules played poorly. I think a DM has to decide what will be used at the gaming table.</p><p></p><p>Do I try to create effective characters? Yes. However, I think that it is important to consider all aspects of a character -- from the numbers to the personalities. As shadow indicated, there are people who take the roleplaying aspect of the game to an extreme and play character flaws instead of characters. I think a certain amount of balance is a good way to handle this. (Also, I think villains and monsters can be optimized. There is the saying about a hero being judged on the quality of his foes. Also, I have found that NPCs whom the players can interact with can make great villains. Few things can encourage roleplaying as giving the PCs a nemesis whom they love to hate.)</p><p></p><p>If something seems too good, you can always place limits on it. There can be campaign restrictisons, in terms of feats and prestige classes. There is no reason why you have to offer EVERYTHING in the core rules books. For example, a very primitive campaign setting may have severe restrictions in terms of equipment, classes, and prestige classes. </p><p></p><p>DigitalM@, I think you can find a group that works with your style. Perhaps it might be best to use the core rules, and then decided on any books. (It is always important to get the basics right. ) I think any set of rules can be stretched. However, I think the flaws lie not in the rules, but in ourselves. I think it is important for people to find players and GMs wtih whom they are comfortable. I hope the advice in this thread helps you. Also, talk to other players and DMs. As a veteran player of D&D, I find that it is much easier to share ideas than it was even 10 years ago.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 2415868, member: 426"] I think that each gaming group, including the GM and players, have to find their own comfort zone with rules and options. I have seen well made characters using multiple rules, run by players who are good roleplayers. Similarly, I have seen characters made from multiple rules played poorly. I think a DM has to decide what will be used at the gaming table. Do I try to create effective characters? Yes. However, I think that it is important to consider all aspects of a character -- from the numbers to the personalities. As shadow indicated, there are people who take the roleplaying aspect of the game to an extreme and play character flaws instead of characters. I think a certain amount of balance is a good way to handle this. (Also, I think villains and monsters can be optimized. There is the saying about a hero being judged on the quality of his foes. Also, I have found that NPCs whom the players can interact with can make great villains. Few things can encourage roleplaying as giving the PCs a nemesis whom they love to hate.) If something seems too good, you can always place limits on it. There can be campaign restrictisons, in terms of feats and prestige classes. There is no reason why you have to offer EVERYTHING in the core rules books. For example, a very primitive campaign setting may have severe restrictions in terms of equipment, classes, and prestige classes. DigitalM@, I think you can find a group that works with your style. Perhaps it might be best to use the core rules, and then decided on any books. (It is always important to get the basics right. ) I think any set of rules can be stretched. However, I think the flaws lie not in the rules, but in ourselves. I think it is important for people to find players and GMs wtih whom they are comfortable. I hope the advice in this thread helps you. Also, talk to other players and DMs. As a veteran player of D&D, I find that it is much easier to share ideas than it was even 10 years ago. [/QUOTE]
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