GnomeWorks
Adventurer
It's a tried and true classic.
And also getting a little stale.
It's a tried and true classic.
Dude = CompetentThey just don't appeal to me, unless by badass you mean a more realistic badass and not a superhero type badass. In that case I'll take your second choice of the two.
I don't agree. IMHO, the essence of D&D play is whatever the group makes of it. It's a function of the group, not the ruleset. There are plenty of groups that end play in the heroic tier (chump to badass, maybe?) and plenty others who start play at the mid-levels and progress to god-hood. Some even roll up epic characters just to go up the ladder of divinity. And many groups play in different styles from campaign to campaign.This is the essence of D&D play. It is one of the fundamental conceits in the game.
I'll take a slight differnt bentI pick door number three: Chump to Bad-ass.
How trueGods are there to topple, not join.
I don't agree. IMHO, the essence of D&D play is whatever the group makes of it. It's a function of the group, not the ruleset. There are plenty of groups that end play in the heroic tier (chump to badass, maybe?) and plenty others who start play at the mid-levels and progress to god-hood. Some even roll up epic characters just to go up the ladder of divinity. And many groups play in different styles from campaign to campaign.
D&D (and many other games) is flexible enough to accommodate many playstyles or "conceits", once all the preconceived notions about setting or expectation are abandoned at the door. It's a creative enterprise, after all.
Capping D&D's level advancement is hardly "draconian change".If the essence of something "is whatever the group makes of it" then it doesn't exist. Growth from weakling to power is a conceit of the ruleset and can only be tamed through draconian change. You can play jacks with D&D if you adjust the ruleset enough.
I largely agree, but I'd wager that quite a few gamers just don't have the luxury of seeing it as a screwdriver versus hammer sort of distinction. To my mind, D&D is more like a Swiss army knife: not the perfect tool for most jobs, but a pretty good substitute in most situations.If I want to drive a nail, I reach for a hammer. If I want to put in a screw, I get a screwdriver. Sure, I could creatively use the hammer for the screw, but I might as well use a tool specifically designed for the purpose if it available.
RPGs are the same. Every RPG* is created to handle a type of genre, play theme, and play expectations as best the designers could manage. It is a specialised tool that is flexible enough to be manhandled into alternate roles if desired. I prefer to use a specialised tool if one is available.
As an avid D&D fan for more than 20 years, I have been rebelling that rpg advancement model for a long time. So has this model been boon for the game table or crippled it somewhat? Also does this model make certain styles of play better or worse?