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The Monsters Know What They're Doing ... Are Unsure on 5e24
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<blockquote data-quote="Minigiant" data-source="post: 9829029" data-attributes="member: 63508"><p>I think you're missing the core element to my point..</p><p></p><p>In Dungeon and Dragons, the only thing that matters before you tie yourself to the campaign story is your class and your unique stat. </p><p></p><p>Because in D&D, your class makes up 75% to 95% of your characters' playstyle..</p><p></p><p>Because if you're a fighter, all you do is attack, attack, attack, attack, attack, attack, attack attack. Attack attack attack, attack, attack, attack, attack, attack, attack, attack, attack attack attack attack attack..</p><p></p><p>If you're a wizard, all you do is cast a spell, cast a spell, cast a spell, cast a spell. Cast a spell, cast a spell. Cast a spell, cast a spell. Cast a spell.</p><p></p><p>You raise or your species or a origin feet just nudges you a little bit in one direction or gives you an option here or there..</p><p></p><p>They really don't matter as long as you have enough options that you as a player want.</p><p></p><p>If you as a player want to be able to attack with your sword or sometimes do some aoe damage. Good dm should having option within their setting that lets you do it. A good DM who bands that option is now on the back foot and has to explain why they would still have fun not having that option or cell, the setting to the point that some one might still want to play with the options removed.</p><p></p><p>The DM doesn't have to. However, not doing so creates a situation where there's a high chance of the player leaving which is fine.</p><p></p><p>I mean, species in 2020 D&D is so insignificant. They really are just role play elements. And at that point the amount of touch a dm has on a pure non setting role play element should be low. Every species is really just an origin feat. An origin feats are really minor so just let them play a human with the origin feat.. as if the looks matter to the character, but don't matter to the world, it's not a problem. And if the point is their relationship to the world, then it's not a species issue, it's purely roleplay.</p><p></p><p>Again, if somebody picks drow for magic, they can just pick a human and take a fe</p><p>At to get magic. Fudge the feat a little or work with them. If they wanna play drought to be a persecuted or suspicious character. Tell them who in your world is a suspicious cultural group. <strong>It is your world, not theirs. You gotta tell them who's suspicious in your world.</strong></p><p></p><p>And that's the crux of my argument. It's your world, you have to tell them what's in your world for them to latch onto something in your world.</p><p></p><p>You do not want a player to be asking about <strong><u>every single cultural group in your setting</u></strong> during session 0</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9829029, member: 63508"] I think you're missing the core element to my point.. In Dungeon and Dragons, the only thing that matters before you tie yourself to the campaign story is your class and your unique stat. Because in D&D, your class makes up 75% to 95% of your characters' playstyle.. Because if you're a fighter, all you do is attack, attack, attack, attack, attack, attack, attack attack. Attack attack attack, attack, attack, attack, attack, attack, attack, attack, attack attack attack attack attack.. If you're a wizard, all you do is cast a spell, cast a spell, cast a spell, cast a spell. Cast a spell, cast a spell. Cast a spell, cast a spell. Cast a spell. You raise or your species or a origin feet just nudges you a little bit in one direction or gives you an option here or there.. They really don't matter as long as you have enough options that you as a player want. If you as a player want to be able to attack with your sword or sometimes do some aoe damage. Good dm should having option within their setting that lets you do it. A good DM who bands that option is now on the back foot and has to explain why they would still have fun not having that option or cell, the setting to the point that some one might still want to play with the options removed. The DM doesn't have to. However, not doing so creates a situation where there's a high chance of the player leaving which is fine. I mean, species in 2020 D&D is so insignificant. They really are just role play elements. And at that point the amount of touch a dm has on a pure non setting role play element should be low. Every species is really just an origin feat. An origin feats are really minor so just let them play a human with the origin feat.. as if the looks matter to the character, but don't matter to the world, it's not a problem. And if the point is their relationship to the world, then it's not a species issue, it's purely roleplay. Again, if somebody picks drow for magic, they can just pick a human and take a fe At to get magic. Fudge the feat a little or work with them. If they wanna play drought to be a persecuted or suspicious character. Tell them who in your world is a suspicious cultural group. [B]It is your world, not theirs. You gotta tell them who's suspicious in your world.[/B] And that's the crux of my argument. It's your world, you have to tell them what's in your world for them to latch onto something in your world. You do not want a player to be asking about [B][U]every single cultural group in your setting[/U][/B] during session 0 [/QUOTE]
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