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The perfect D&D edition (according to ENWORLD)
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<blockquote data-quote="Lanefan" data-source="post: 7627726" data-attributes="member: 29398"><p>Not at all - in fact I think they make for more player investment in the characters that survive. And presence or absence of character personality is not at all related to lethality; that said, if it is then the opposite is true to what you suggest - if a player thinks a character won't be around for long then whatever personality that player has in mind for it is going to come out <strong>now</strong>.</p><p></p><p>Where I'd much rather see a far flatter power curve, such that low-level characters have at least a vague chance against mighty foes while low-level/HD foes have at least a vague chance against mighty characters.</p><p></p><p>Note I never said anything about reading. Most new players learn the game by being told about it...and I repeat: if someone told me I'm the 'leader' in the party then dammit, I'm going to lead.</p><p></p><p>And if I'm then told (or later read in the PH) that's not what leader means in this case my first response would be "Then why call me the leader when I'm not?".</p><p></p><p>Ah, true - the reference wss to other players.</p><p></p><p>That said, my point stands. If you and I are playing in the same game and the DM has not told us our PCs know each other prior to char-gen then realistically we have no reason (other than metagaming, which is never a valid reason for anything) to tell each other what we're bringing in nor whether they're likely to get along or not.</p><p></p><p>An example: I roll up a character whose prime goal in life, for whatever reason, is to kill every dragon and dragonspawn she can find; and you show up with a Dragonborn. Quite realistic that something like this would happen in the fiction; also quite realistic to think one (or both?) of us will be rolling up another character before the evening's done, after we'd roleplayed out the results of their meeting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7627726, member: 29398"] Not at all - in fact I think they make for more player investment in the characters that survive. And presence or absence of character personality is not at all related to lethality; that said, if it is then the opposite is true to what you suggest - if a player thinks a character won't be around for long then whatever personality that player has in mind for it is going to come out [B]now[/B]. Where I'd much rather see a far flatter power curve, such that low-level characters have at least a vague chance against mighty foes while low-level/HD foes have at least a vague chance against mighty characters. Note I never said anything about reading. Most new players learn the game by being told about it...and I repeat: if someone told me I'm the 'leader' in the party then dammit, I'm going to lead. And if I'm then told (or later read in the PH) that's not what leader means in this case my first response would be "Then why call me the leader when I'm not?". Ah, true - the reference wss to other players. That said, my point stands. If you and I are playing in the same game and the DM has not told us our PCs know each other prior to char-gen then realistically we have no reason (other than metagaming, which is never a valid reason for anything) to tell each other what we're bringing in nor whether they're likely to get along or not. An example: I roll up a character whose prime goal in life, for whatever reason, is to kill every dragon and dragonspawn she can find; and you show up with a Dragonborn. Quite realistic that something like this would happen in the fiction; also quite realistic to think one (or both?) of us will be rolling up another character before the evening's done, after we'd roleplayed out the results of their meeting. :) [/QUOTE]
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