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The Essentials articles are atrocious.
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<blockquote data-quote="Dausuul" data-source="post: 4992329" data-attributes="member: 58197"><p>I think it's dangerous to apply the M:tG player archetypes to D&D. The player types listed in the DMG are a better fit. If one is going to use the M:tG types, they have to be adjusted a bit for context:</p><p></p><p>Timmy is the roleplayer. He's not concerned with mechanics and is usually fuzzy on the details of the rules; he can manage "roll to attack," but gets confused when his bonus to hit with a basic attack doesn't match his bonus with an at-will. He takes feats like Linguist and plays an elf warlock because it fits his character concept. He doesn't read the CharOp boards because he doesn't care.</p><p></p><p>Johnny is the guy with character ADD. He always has a new class or mechanic he wants to try out. He plays an elf warlock today because he's thought of a cool synergy between the elf racial abilities and some warlock pact he found in Dragon, but two weeks from now he'll retire that character and make a half-orc wizard. He doesn't read the CharOp boards because using someone else's ideas takes all the fun out of it.</p><p></p><p>Spike is the tactician and optimizer (or, in his less group-friendly incarnation, the hypercompetitive power gamer). His goal is to deliver the crushingest possible beatdown in every encounter. He won't ever play an elf warlock; the stat bonuses are all wrong and the warlock class is total weaksauce. He reads the CharOp boards religiously and builds as close to their designs as the DM will let him get away with.</p><p></p><p>Of course, these are extremes, and in practice a lot of people are a mix of the three in varying proportions. I'd describe myself as 50% Johnny, 25% Timmy, and 25% Spike (and that applies in both Magic and D&D).</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4992329, member: 58197"] I think it's dangerous to apply the M:tG player archetypes to D&D. The player types listed in the DMG are a better fit. If one is going to use the M:tG types, they have to be adjusted a bit for context: Timmy is the roleplayer. He's not concerned with mechanics and is usually fuzzy on the details of the rules; he can manage "roll to attack," but gets confused when his bonus to hit with a basic attack doesn't match his bonus with an at-will. He takes feats like Linguist and plays an elf warlock because it fits his character concept. He doesn't read the CharOp boards because he doesn't care. Johnny is the guy with character ADD. He always has a new class or mechanic he wants to try out. He plays an elf warlock today because he's thought of a cool synergy between the elf racial abilities and some warlock pact he found in Dragon, but two weeks from now he'll retire that character and make a half-orc wizard. He doesn't read the CharOp boards because using someone else's ideas takes all the fun out of it. Spike is the tactician and optimizer (or, in his less group-friendly incarnation, the hypercompetitive power gamer). His goal is to deliver the crushingest possible beatdown in every encounter. He won't ever play an elf warlock; the stat bonuses are all wrong and the warlock class is total weaksauce. He reads the CharOp boards religiously and builds as close to their designs as the DM will let him get away with. Of course, these are extremes, and in practice a lot of people are a mix of the three in varying proportions. I'd describe myself as 50% Johnny, 25% Timmy, and 25% Spike (and that applies in both Magic and D&D). [/QUOTE]
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