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What's the big deal with point buy?
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<blockquote data-quote="Nonlethal Force" data-source="post: 3070389" data-attributes="member: 35788"><p>Oh, I'm not disagreeing with you at all. My assertion is that it isn't the tool's fault, so don't blame the tool.</p><p></p><p>I'm sure that you've heard the expression "Guns don't kill people, people kill people." Like it or hate it, it is true. A gun is not going to stand up and demand that it be used to kill someone. A person picks up the gun and uses it for their own purpose.</p><p></p><p>So, I would assert that "3.x doesn't plan characters out to 20th level, people do." Sure, the tool (3.x) makes it easy to do this. But the book never stands up and demands to be used in this manner. The people do that.</p><p></p><p>My point above is that teaching people to roleplay is an art. Teaching people to design organic characters is an art. In a word where greed and immediate gratification are two of the largest motivators for life ... if we want people to do something different they need to be taught how and shown why it is a better system. It isn't about trashing the system and limiting choices. It is about teaching people how to play with an organic mind. It is about teaching people to resist the lure of the Dark Side and roleplay rather than rollplay and plan out to the 20th level.</p><p></p><p>From a DM's perspective, I dislike people who honestly plan out to the 20th level - with no chance of deviation. I don't mind people looking ahead and saying that they've got a few options and avenues they'd like to go down. But when a player says "this character is going to be a W/X with levels Y/Z" then I wonder why I should even game before that point? If they already know what's going to happen, why play through it? In that case it isn't about interacting with the world and being changed by it while you change it as well. That kind of gaming is about the numbers.</p><p></p><p>I agree with you in principle. I disagree that it is the systems fault. The system is a tool and cannot help how people use/abuse it. Focus on changing how people approach the game and you'll be much happier than limiting choices. Teaching people how to approach the game organically allows them to limit their choices naturally without having to be the power-weilding DM.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3070389, member: 35788"] Oh, I'm not disagreeing with you at all. My assertion is that it isn't the tool's fault, so don't blame the tool. I'm sure that you've heard the expression "Guns don't kill people, people kill people." Like it or hate it, it is true. A gun is not going to stand up and demand that it be used to kill someone. A person picks up the gun and uses it for their own purpose. So, I would assert that "3.x doesn't plan characters out to 20th level, people do." Sure, the tool (3.x) makes it easy to do this. But the book never stands up and demands to be used in this manner. The people do that. My point above is that teaching people to roleplay is an art. Teaching people to design organic characters is an art. In a word where greed and immediate gratification are two of the largest motivators for life ... if we want people to do something different they need to be taught how and shown why it is a better system. It isn't about trashing the system and limiting choices. It is about teaching people how to play with an organic mind. It is about teaching people to resist the lure of the Dark Side and roleplay rather than rollplay and plan out to the 20th level. From a DM's perspective, I dislike people who honestly plan out to the 20th level - with no chance of deviation. I don't mind people looking ahead and saying that they've got a few options and avenues they'd like to go down. But when a player says "this character is going to be a W/X with levels Y/Z" then I wonder why I should even game before that point? If they already know what's going to happen, why play through it? In that case it isn't about interacting with the world and being changed by it while you change it as well. That kind of gaming is about the numbers. I agree with you in principle. I disagree that it is the systems fault. The system is a tool and cannot help how people use/abuse it. Focus on changing how people approach the game and you'll be much happier than limiting choices. Teaching people how to approach the game organically allows them to limit their choices naturally without having to be the power-weilding DM. [/QUOTE]
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