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<blockquote data-quote="Lanefan" data-source="post: 8655490" data-attributes="member: 29398"><p>Sometimes, yes. Without some sort of class system, though, how do you prevent every character from becoming good (or good-ish) at everything, thus having no real weaknesses they need other party members to cover off? It's this interdependence, IMO, that is the primary driver of party-based play making fictional sense.</p><p></p><p>He had a change of heart* and not only decided to never again hide, but in-character wanted a means of completely disavowing that prior existence and turning his back on it.</p><p></p><p>* - self-imposed, not externally forced.</p><p></p><p>Yes, it's a major change in personality; and that was the point.</p><p></p><p>Very similar to someone in real life undergoing, say, a religious conversion and wanting to disavow their past sins; only in a D&D setting there's (in theory) magic that can help with this disawowing process.</p><p></p><p>You'd just love, then, something that recently happened in the game I play in: my PC is married to another PC - their soap-operatic story is long enough that plugging it all in here would take me several weeks and probably cause retching in any who read it; suffice it to say things got complicated to the point where she recently ended up seeking out (and finding) means of having <strong>all</strong> her memories of my PC divinely erased "so they could start over". Problem is, <em>his</em> memories are still working just fine, thank you; and he's thoroughly unimpressed by this...</p><p></p><p>Which defeats the purpose and point of what the player was trying to have the character do: completely renounce one class and then start over from scratch in another.</p><p></p><p>Monks also work fine with an align restrict, as do Clerics. Paladins work better if you allow them to be any extreme alignment rather than just LG; as long as the Paladin's main point is to dial its ethos and alignment - whatever it is - up to eleven and leave it there. <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><p></p><p>Maybe. It's a pretty simple workaround to houserule in the idea of anyone being able to go berserk (even easier in my game where there's no such thing as a Barbarian or Berserker class) in extreme conditions only e.g. a mother defending her child and losing.</p><p></p><p>Curious: how can mechanics for surrendering work without taking away the agency of those accepting the surrender?</p><p></p><p>That said, sure sometimes retreating isn't the best idea but if the DM's being at all realistic about things, other times it is.</p><p></p><p>Please elaborate. I know nothing abut Fate as a game, and it kind of reads here as though you're suggesting Fate has rules that do - to use your phrase - underscore emotional connections. Shouldn't a character's emotions be something determined only by its player? I'm confused.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8655490, member: 29398"] Sometimes, yes. Without some sort of class system, though, how do you prevent every character from becoming good (or good-ish) at everything, thus having no real weaknesses they need other party members to cover off? It's this interdependence, IMO, that is the primary driver of party-based play making fictional sense. He had a change of heart* and not only decided to never again hide, but in-character wanted a means of completely disavowing that prior existence and turning his back on it. * - self-imposed, not externally forced. Yes, it's a major change in personality; and that was the point. Very similar to someone in real life undergoing, say, a religious conversion and wanting to disavow their past sins; only in a D&D setting there's (in theory) magic that can help with this disawowing process. You'd just love, then, something that recently happened in the game I play in: my PC is married to another PC - their soap-operatic story is long enough that plugging it all in here would take me several weeks and probably cause retching in any who read it; suffice it to say things got complicated to the point where she recently ended up seeking out (and finding) means of having [B]all[/B] her memories of my PC divinely erased "so they could start over". Problem is, [I]his[/I] memories are still working just fine, thank you; and he's thoroughly unimpressed by this... Which defeats the purpose and point of what the player was trying to have the character do: completely renounce one class and then start over from scratch in another. Monks also work fine with an align restrict, as do Clerics. Paladins work better if you allow them to be any extreme alignment rather than just LG; as long as the Paladin's main point is to dial its ethos and alignment - whatever it is - up to eleven and leave it there. :) Maybe. It's a pretty simple workaround to houserule in the idea of anyone being able to go berserk (even easier in my game where there's no such thing as a Barbarian or Berserker class) in extreme conditions only e.g. a mother defending her child and losing. Curious: how can mechanics for surrendering work without taking away the agency of those accepting the surrender? That said, sure sometimes retreating isn't the best idea but if the DM's being at all realistic about things, other times it is. Please elaborate. I know nothing abut Fate as a game, and it kind of reads here as though you're suggesting Fate has rules that do - to use your phrase - underscore emotional connections. Shouldn't a character's emotions be something determined only by its player? I'm confused. [/QUOTE]
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