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Races/Classes - Revisiting Common/Uncommon and Rare
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<blockquote data-quote="TrippyHippy" data-source="post: 6486402" data-attributes="member: 27252"><p>I think my major gist, when I get a game going is I don’t want to block players from playing the characters they want - but at the same time I want things to fit into the world that I am building. That said, I do find some Races and Classes a little easier to imagine and the whole common/uncommon/rare is really an arbitrary way of coming to terms with it, I suppose. Not every fantasy world has to be Tolkienesque, for example, and yet we arbitrarily say the Tolkien races are more common than the others regardless. </p><p></p><p>Another factor, to a degree, is balance - although I tend to shy away from this argument in favour of ‘story trumps rules’. However, I do note that Half Elves get lots of advantages compared to Humans (insofar that they get extra CHA bonuses and fey abilities, <em>along with</em> the inherent flexibility from their ‘human side’ - languages, skills, Ability bonuses of their choice). These sorts of advantages used to be balanced by Class (and sometimes Level) restrictions in older editions. Similarly, Class choices were actually restricted in character generation by random rolls and high prerequisite scores. Now we just get vague categorisations…</p><p></p><p>I’m not complaining, really, as I like having the choice to play Halfling Monks, Half Orc Wizards and Tiefling Paladins. Those combinations may be a bit jarring, but it’s amazing to think that obviously good combinations like Halfling Bards weren’t really allowed in older editions too.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 6486402, member: 27252"] I think my major gist, when I get a game going is I don’t want to block players from playing the characters they want - but at the same time I want things to fit into the world that I am building. That said, I do find some Races and Classes a little easier to imagine and the whole common/uncommon/rare is really an arbitrary way of coming to terms with it, I suppose. Not every fantasy world has to be Tolkienesque, for example, and yet we arbitrarily say the Tolkien races are more common than the others regardless. Another factor, to a degree, is balance - although I tend to shy away from this argument in favour of ‘story trumps rules’. However, I do note that Half Elves get lots of advantages compared to Humans (insofar that they get extra CHA bonuses and fey abilities, [I]along with[/I] the inherent flexibility from their ‘human side’ - languages, skills, Ability bonuses of their choice). These sorts of advantages used to be balanced by Class (and sometimes Level) restrictions in older editions. Similarly, Class choices were actually restricted in character generation by random rolls and high prerequisite scores. Now we just get vague categorisations… I’m not complaining, really, as I like having the choice to play Halfling Monks, Half Orc Wizards and Tiefling Paladins. Those combinations may be a bit jarring, but it’s amazing to think that obviously good combinations like Halfling Bards weren’t really allowed in older editions too. [/QUOTE]
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