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Rogue archetypal characters
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<blockquote data-quote="Cadfan" data-source="post: 4073381" data-attributes="member: 40961"><p>Actually, if you REALLY want to play the "lets turn this character from a movie into a D&D character," you should mentally do the following:</p><p></p><p>1) List the attributes of that character which define him. Not in game terms, in descriptive terms.</p><p></p><p>2) Subtract off the attributes that, for gamist reasons, he cannot have. For example, if the character in question is the stealthiest man alive, can pick locks like a pro, fights with a greatsword and chain mail armor, is the strongest man alive, a tactical genius, beloved by the Gods and able to call down their intervention on his foes, and in tune with the arcane mysteries of the universe, he's going to have to be pruned a bit.</p><p></p><p>3) Subtract off, or modify, the attributes that, for genre reasons, he cannot have. Doc Holiday might make a cool start to a character, but for genre reasons he probably cannot have a revolver- maybe he should be a swordsman/duelist type? Captain Jack Sparrow is a cool character, but he may need adjustment for a desert campaign- so you might change the piratical skills to desert raider skills?</p><p></p><p>4) Take what's remaining, sort out those attributes which are fundamentally roleplaying in nature, and set them aside. They can be applied to any character you choose.</p><p></p><p>5) Take what's remaining NOW, and try to find a best fit mechanically for your character.</p><p></p><p>6) When you find the best fit, see if you can make reasonably compromises on what doesn't quite fit in.</p><p></p><p>You can do this in any edition. Watch.</p><p></p><p>Suppose I want a "three musketeers" type character.</p><p></p><p>1) Attributes are rapier, side arm pistol, no armor, charming, smart, valiant but undisciplined, willing to do stunts and fight in unusual terrain in acrobatic ways.</p><p>2) Nothing that violates game balance seems present.</p><p>3) The pistol violates genre. What is a pistol in the Three Musketeers, really? Its a hold out or surprise ranged weapon. Lets make it a thrown dagger.</p><p>4) Valiant but undisciplined is basically a roleplaying attribute. At most, we'll make him Chaotic Good.</p><p>5) What's the best fit for what's left? Rapier, thrown dagger, no armor, charming, smart, stunts and acrobatics. Lets say Swashbuckler. It can use the rapier, the dagger, can be charming (through skills if not through ability score), can be smart, can do stunts and acrobatics.</p><p>6) But it doesn't fight with no armor. Can this be a compromise issue? I think so. We'll give him a chain shirt at low levels, and eventually leather armor as his Dex improves.</p><p></p><p>Tadaa! I'd do Jack Sparrow, but I never watched the movies.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4073381, member: 40961"] Actually, if you REALLY want to play the "lets turn this character from a movie into a D&D character," you should mentally do the following: 1) List the attributes of that character which define him. Not in game terms, in descriptive terms. 2) Subtract off the attributes that, for gamist reasons, he cannot have. For example, if the character in question is the stealthiest man alive, can pick locks like a pro, fights with a greatsword and chain mail armor, is the strongest man alive, a tactical genius, beloved by the Gods and able to call down their intervention on his foes, and in tune with the arcane mysteries of the universe, he's going to have to be pruned a bit. 3) Subtract off, or modify, the attributes that, for genre reasons, he cannot have. Doc Holiday might make a cool start to a character, but for genre reasons he probably cannot have a revolver- maybe he should be a swordsman/duelist type? Captain Jack Sparrow is a cool character, but he may need adjustment for a desert campaign- so you might change the piratical skills to desert raider skills? 4) Take what's remaining, sort out those attributes which are fundamentally roleplaying in nature, and set them aside. They can be applied to any character you choose. 5) Take what's remaining NOW, and try to find a best fit mechanically for your character. 6) When you find the best fit, see if you can make reasonably compromises on what doesn't quite fit in. You can do this in any edition. Watch. Suppose I want a "three musketeers" type character. 1) Attributes are rapier, side arm pistol, no armor, charming, smart, valiant but undisciplined, willing to do stunts and fight in unusual terrain in acrobatic ways. 2) Nothing that violates game balance seems present. 3) The pistol violates genre. What is a pistol in the Three Musketeers, really? Its a hold out or surprise ranged weapon. Lets make it a thrown dagger. 4) Valiant but undisciplined is basically a roleplaying attribute. At most, we'll make him Chaotic Good. 5) What's the best fit for what's left? Rapier, thrown dagger, no armor, charming, smart, stunts and acrobatics. Lets say Swashbuckler. It can use the rapier, the dagger, can be charming (through skills if not through ability score), can be smart, can do stunts and acrobatics. 6) But it doesn't fight with no armor. Can this be a compromise issue? I think so. We'll give him a chain shirt at low levels, and eventually leather armor as his Dex improves. Tadaa! I'd do Jack Sparrow, but I never watched the movies. [/QUOTE]
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