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<blockquote data-quote="Alzrius" data-source="post: 8254970" data-attributes="member: 8461"><p>Most of my 2E players ran human characters, though exceptions weren't uncommon. I once pointed out what you noted, about how demihumans were better in the short term and most of our campaigns didn't make it to the higher levels, asking why they consistently went for human characters when they never got to cash in on the long-term "disadvantages now, advantages later" aspect of human characters.</p><p></p><p>What they told me (though I'm obviously paraphrasing a great deal) was that they were always planning for the long-term viability of their characters, i.e. treating every campaign (unless being told up front that we were running a one-shot, or that the campaign would only go to a certain level and then end) as if it were the one where they'd finally hit the high levels. </p><p></p><p>It wasn't entirely pragmatic, either. Several players had an aversion to the very <em>idea</em> of their character eventually being hit with a hard cap (or at least, one that was lower than other PCs). I never quite understood their position, but it rubbed them the wrong way even as a conceptual limit that virtually never came up in the course of the game.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 8254970, member: 8461"] Most of my 2E players ran human characters, though exceptions weren't uncommon. I once pointed out what you noted, about how demihumans were better in the short term and most of our campaigns didn't make it to the higher levels, asking why they consistently went for human characters when they never got to cash in on the long-term "disadvantages now, advantages later" aspect of human characters. What they told me (though I'm obviously paraphrasing a great deal) was that they were always planning for the long-term viability of their characters, i.e. treating every campaign (unless being told up front that we were running a one-shot, or that the campaign would only go to a certain level and then end) as if it were the one where they'd finally hit the high levels. It wasn't entirely pragmatic, either. Several players had an aversion to the very [i]idea[/i] of their character eventually being hit with a hard cap (or at least, one that was lower than other PCs). I never quite understood their position, but it rubbed them the wrong way even as a conceptual limit that virtually never came up in the course of the game. [/QUOTE]
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