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General Tabletop Discussion
*Dungeons & Dragons
Race Class Combos, Design, Roleplaying and the fear of the new
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<blockquote data-quote="Wulffolk" data-source="post: 7255897" data-attributes="member: 6871450"><p>That's not how the internet works!</p><p></p><p>I am right and you are wrong!</p><p></p><p>Not only are you wrong, but you are dumb too!</p><p></p><p>Just kidding. ;-)</p><p></p><p>I haven't read the entire thread, but you raised some interesting points in your original post. The problem with optimized race/class combos is one of perception. Even if EVERY Dragon-Born you have ever seen in your game has been a Paladin it does not mean that the entire Race gravitated towards Paladins. The Player Characters are the exceptions, not the rule.</p><p></p><p>One of the reasons that I see this kind of thing less in the games that I have run is that I have my players create a group concept before considering what character they will be playing. Are they all members of the same tribe of Barbarians? Are they a band of militia from that village over yonder? Or are they the the hired help of the local Wizard that prefers not to get his own hands dirty. The point is that they have some sort of commonality to build from. This reduces the Star Wars cantina effect, promoting a group with similar racial and cultural backgrounds while having diverse skill sets to compliment each other. I tend to encourage the players to only have one odd-ball in their group through the social pressures of RP in the game. Even cities tend to have biases and prejudices towards those that are obviously outsiders. If you are playing that odd-ball character you will probably need other members in your group that can blend in or act on your behalf.</p></blockquote><p></p>
[QUOTE="Wulffolk, post: 7255897, member: 6871450"] That's not how the internet works! I am right and you are wrong! Not only are you wrong, but you are dumb too! Just kidding. ;-) I haven't read the entire thread, but you raised some interesting points in your original post. The problem with optimized race/class combos is one of perception. Even if EVERY Dragon-Born you have ever seen in your game has been a Paladin it does not mean that the entire Race gravitated towards Paladins. The Player Characters are the exceptions, not the rule. One of the reasons that I see this kind of thing less in the games that I have run is that I have my players create a group concept before considering what character they will be playing. Are they all members of the same tribe of Barbarians? Are they a band of militia from that village over yonder? Or are they the the hired help of the local Wizard that prefers not to get his own hands dirty. The point is that they have some sort of commonality to build from. This reduces the Star Wars cantina effect, promoting a group with similar racial and cultural backgrounds while having diverse skill sets to compliment each other. I tend to encourage the players to only have one odd-ball in their group through the social pressures of RP in the game. Even cities tend to have biases and prejudices towards those that are obviously outsiders. If you are playing that odd-ball character you will probably need other members in your group that can blend in or act on your behalf. [/QUOTE]
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Race Class Combos, Design, Roleplaying and the fear of the new
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