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The danger of the Three Pillars of D&D
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<blockquote data-quote="Tony Vargas" data-source="post: 5819779" data-attributes="member: 996"><p>Also more stereotype than archetype. A PC, even a barbarian, shouldn't just be 'dumb muscle,' leave that shallow concept to all the namless 'Human Thug Minion 5's out there.</p><p></p><p>And 'not so smart' (low INT) gets in the way of social & exploration, how, exactly? Social skills are CHA, you can be dim but charming or even a natural leader (I'll leave it to the reader to fill in a presidential example, here). Nature, Perception, and Dungeoneering are all WIS. A not-so-bright dwarven fighter could be an expert dungeoneer, a not-so-bright barbarian could be virtually at one with the wilderness.</p><p></p><p></p><p>Social challenges can still be contributed to in other ways. What if your artificer makes a delightful gift (bribe) for the more socially adept characters to present? What if he rigs up a magical spying gizmo to get information prior to a negotiation? He can still 'not get' people while helping out in one way or another.</p><p></p><p>The 'pillars' are a nice concept, and they're really quite broad, 'social' could include a lot of things besides being charming.</p><p></p><p>Then think of class abilities as self-serve, you don't have to take /all/ of them. You can choose to play a weak character because you want to choose a weak character, but that shouldn't force everyone with the same class to have the same weakness.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5819779, member: 996"] Also more stereotype than archetype. A PC, even a barbarian, shouldn't just be 'dumb muscle,' leave that shallow concept to all the namless 'Human Thug Minion 5's out there. And 'not so smart' (low INT) gets in the way of social & exploration, how, exactly? Social skills are CHA, you can be dim but charming or even a natural leader (I'll leave it to the reader to fill in a presidential example, here). Nature, Perception, and Dungeoneering are all WIS. A not-so-bright dwarven fighter could be an expert dungeoneer, a not-so-bright barbarian could be virtually at one with the wilderness. Social challenges can still be contributed to in other ways. What if your artificer makes a delightful gift (bribe) for the more socially adept characters to present? What if he rigs up a magical spying gizmo to get information prior to a negotiation? He can still 'not get' people while helping out in one way or another. The 'pillars' are a nice concept, and they're really quite broad, 'social' could include a lot of things besides being charming. Then think of class abilities as self-serve, you don't have to take /all/ of them. You can choose to play a weak character because you want to choose a weak character, but that shouldn't force everyone with the same class to have the same weakness. [/QUOTE]
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The danger of the Three Pillars of D&D
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