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What Classes are roleplayed the WORSE ?
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<blockquote data-quote="Li Shenron" data-source="post: 1183593" data-attributes="member: 1465"><p>I am not sure I got the point of this thread and poll... all complains can be summarized in two types</p><p></p><p>- there is too little roleplay at all in our games: players just fight and think of abilities and stats instead of developing their PCs as characters</p><p></p><p>- many classes are always roleplayed the same</p><p></p><p>First of all, I have nothing against games where roleplay takes little attention compared to tactics. If players like this way of playing, let them play as they like, if you don't like the same then find other players who feel the same. I am not a fanatic of roleplay, but also I am not a munchkin either.</p><p></p><p>IMHO the current D&D we are playing is not RP-oriented very much: for example, PCs advance too fast and die too easily, and this means that every player doesn't have time to think about his PC's personality. When we started our gaming group, we all claimed we wanted a very flavorful campaign, with lots of in-character scenes and severily non-optimized RP-driven choices done in our character advancement, but soon we found out that it was very difficult to play that way, when most of the published adventures are hack'n slash with trivial plots, and accessory books are mostly abusing the same old ideas. I don't blame my fellow players if they can't easily RP better.</p><p></p><p>Now for the second part, it is difficult to come up with original character ideas. </p><p>I have never been a good roleplayer, since I always focused more on the strategic part of playing (not min/maxing anyway...), and I don't know what to suggest about it. In the 3.0 DMG there was a table to randomly roll traits, perhaps an idea could be to roll a few random things (perhaps minor) of the character, and then try to find a point to make them match. Or getting inspiration from other classes?</p><p></p><p>The alignent system is very good to start from IMHO, but usually it is played trivially. I am CE, therefore I play as a maniac mass murderer... there should be hundreds of way of being evil and thousands of way of being chaotic: furthermore, you could be chaotic in the majority of aspects, but for example you could still love traditions. And mostly, there are a variety degrees of being for example evil, from mildly evil to definitely b***ard to utterly insane.</p><p></p><p>Last, there is of course what I thought this thread was about: players who just have one and wrong idea on how to play a class. If they are beginner players I wouldn't expect much. Now the problem is if you long-time gamer has chosen to play his 84th paladin and is still being the crusader who detects-smite all the time. It is possible that the class as written suggests itself this bad approach, but nothing can help unless the group is willing to discuss directly with the player about his being boring and missing what he could try instead.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1183593, member: 1465"] I am not sure I got the point of this thread and poll... all complains can be summarized in two types - there is too little roleplay at all in our games: players just fight and think of abilities and stats instead of developing their PCs as characters - many classes are always roleplayed the same First of all, I have nothing against games where roleplay takes little attention compared to tactics. If players like this way of playing, let them play as they like, if you don't like the same then find other players who feel the same. I am not a fanatic of roleplay, but also I am not a munchkin either. IMHO the current D&D we are playing is not RP-oriented very much: for example, PCs advance too fast and die too easily, and this means that every player doesn't have time to think about his PC's personality. When we started our gaming group, we all claimed we wanted a very flavorful campaign, with lots of in-character scenes and severily non-optimized RP-driven choices done in our character advancement, but soon we found out that it was very difficult to play that way, when most of the published adventures are hack'n slash with trivial plots, and accessory books are mostly abusing the same old ideas. I don't blame my fellow players if they can't easily RP better. Now for the second part, it is difficult to come up with original character ideas. I have never been a good roleplayer, since I always focused more on the strategic part of playing (not min/maxing anyway...), and I don't know what to suggest about it. In the 3.0 DMG there was a table to randomly roll traits, perhaps an idea could be to roll a few random things (perhaps minor) of the character, and then try to find a point to make them match. Or getting inspiration from other classes? The alignent system is very good to start from IMHO, but usually it is played trivially. I am CE, therefore I play as a maniac mass murderer... there should be hundreds of way of being evil and thousands of way of being chaotic: furthermore, you could be chaotic in the majority of aspects, but for example you could still love traditions. And mostly, there are a variety degrees of being for example evil, from mildly evil to definitely b***ard to utterly insane. Last, there is of course what I thought this thread was about: players who just have one and wrong idea on how to play a class. If they are beginner players I wouldn't expect much. Now the problem is if you long-time gamer has chosen to play his 84th paladin and is still being the crusader who detects-smite all the time. It is possible that the class as written suggests itself this bad approach, but nothing can help unless the group is willing to discuss directly with the player about his being boring and missing what he could try instead. [/QUOTE]
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