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Why are Hexblades mean?
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<blockquote data-quote="Kahuna Burger" data-source="post: 1290363" data-attributes="member: 8439"><p>And here we come to the essential problem. I don't NEED help designing my characters' personality, motives, etc. I certainly don't need the kind of "help" that actually restricts the kind of characters I can make. I make a character concept and then I take the classes which best reflect MECHANICLY what that character is going to be doing. If I have a character concept that perfectly matches the mechanics of a particular class, but doesn't match the fluff, you bet your ass that I WILL be taking levels of that class. Your assertion that I should change my character to match the fluff or be unable to take class levels that actual work is, well just silly... (I do find you assertions abrassive, so I don't mind being a little in response. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) It basicly turns the game on its head by forcing the players to serve the game instead of vice versa.</p><p></p><p>All you have really said is "because the game says so." But this isn't Bridge we're playing here, and we aren't talking about the mechanical rules. Defining a character's personality by class is, IMHO very low level, introductory roleplaying. Its true that D&D attracts a lot of introductory roleplayers, so those guidelines may be useful to some. But once the player doesn't need them anymore, they can be tossed by the wayside... For the vast majority of the people on this board, mechanics are the only thing we need laid out for us. We can roleplay a character just fine without handholding. And when you try to turn the handholding into big stick enforcement? Sad. Thats all I can say.</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1290363, member: 8439"] And here we come to the essential problem. I don't NEED help designing my characters' personality, motives, etc. I certainly don't need the kind of "help" that actually restricts the kind of characters I can make. I make a character concept and then I take the classes which best reflect MECHANICLY what that character is going to be doing. If I have a character concept that perfectly matches the mechanics of a particular class, but doesn't match the fluff, you bet your ass that I WILL be taking levels of that class. Your assertion that I should change my character to match the fluff or be unable to take class levels that actual work is, well just silly... (I do find you assertions abrassive, so I don't mind being a little in response. ;) ) It basicly turns the game on its head by forcing the players to serve the game instead of vice versa. All you have really said is "because the game says so." But this isn't Bridge we're playing here, and we aren't talking about the mechanical rules. Defining a character's personality by class is, IMHO very low level, introductory roleplaying. Its true that D&D attracts a lot of introductory roleplayers, so those guidelines may be useful to some. But once the player doesn't need them anymore, they can be tossed by the wayside... For the vast majority of the people on this board, mechanics are the only thing we need laid out for us. We can roleplay a character just fine without handholding. And when you try to turn the handholding into big stick enforcement? Sad. Thats all I can say. Kahuna Burger [/QUOTE]
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