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Remind me again why this is a bad idea.
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<blockquote data-quote="bondetamp" data-source="post: 215087" data-attributes="member: 193"><p>Ok, I almost never play d20 in any incarnation, so most of my opinions on the game are purely theoretical. One of my main beefs with the game is its use of classes, or rather, the implementation of them. Too little wiggle room, in my ever so humble opinion.</p><p></p><p>Example one: An urban Fighter. The character is a street thug, born and bred in the slum, using most of his day beating things up for the local thief guild. He has a lot of combat training, translating to feats, and few skills. He should clearly be a Fighter. On the other hand, he never uses armour heavier than leather and he never uses a shield. The background sugest that he isn't trained for heavier armour or shield.</p><p></p><p>Could someone tell me why it is wrong to let the player exchange the superflous armour- and shield feats for other feats? Why is this more unbalanced than simply demanding the player to roleplay, giving him a pretty severe penalty with no tangeable benefit in return.</p><p></p><p>The character in question isn't much of a swimmer, but he handles himself pretty well at the average stare-down. Is there a reason why a player can't choose the character's class skills at character generation? Come to think of it, is there any reason to use class skills at all? Exclusive skills I get. Class skills I'm less sure about.</p><p></p><p>Note: The fighter example, is just that, an example. Telling me to pick another class or avoiding the problem in other ways doesn't really help, if you see what I mean. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Any D&D junkies out there who can explain this to me? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="bondetamp, post: 215087, member: 193"] Ok, I almost never play d20 in any incarnation, so most of my opinions on the game are purely theoretical. One of my main beefs with the game is its use of classes, or rather, the implementation of them. Too little wiggle room, in my ever so humble opinion. Example one: An urban Fighter. The character is a street thug, born and bred in the slum, using most of his day beating things up for the local thief guild. He has a lot of combat training, translating to feats, and few skills. He should clearly be a Fighter. On the other hand, he never uses armour heavier than leather and he never uses a shield. The background sugest that he isn't trained for heavier armour or shield. Could someone tell me why it is wrong to let the player exchange the superflous armour- and shield feats for other feats? Why is this more unbalanced than simply demanding the player to roleplay, giving him a pretty severe penalty with no tangeable benefit in return. The character in question isn't much of a swimmer, but he handles himself pretty well at the average stare-down. Is there a reason why a player can't choose the character's class skills at character generation? Come to think of it, is there any reason to use class skills at all? Exclusive skills I get. Class skills I'm less sure about. Note: The fighter example, is just that, an example. Telling me to pick another class or avoiding the problem in other ways doesn't really help, if you see what I mean. :) Any D&D junkies out there who can explain this to me? :) [/QUOTE]
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