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Why deciding to round down multiclassing spellcaster levels was stupid
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<blockquote data-quote="jayoungr" data-source="post: 7558936" data-attributes="member: 6702445"><p>Let me start by apologizing to anyone who found my earlier post offensive. It was absolutely not my intention to put down anyone's playstyle, in any way. I was attempting to characterize the approach in neutral language, but I admit that I don't typically design characters this way myself, so I may not have done it justice.</p><p></p><p>For what it's worth, I actually do <em>not</em> believe that designing characters in this way represents a failure to roleplay, or think that it means those players are approaching D&D like a video game. It's just a different approach that some people gravitate toward, and for those people, it's very important. It's their "way in" to a character. I respect that. The reason I contrasted it with roleplaying is because it seems to me, for the people to whom it matters, the thing they want to reflect mechanically says something important about who the character <em>is;</em> the character is the sort of person who would choose <em>this</em> particular approach to a common situation. (I'm trying to leave exactly what <em>the thing</em> is open, but remember, I did say it doesn't have to mean combat.) A different player might still feel like they could effectively play a character with the same sort of personality by showing it in non-mechanical ways, and it might not matter so much to that player that the mechanical moves don't always quite pinpoint the character's style.</p><p></p><p></p><p>I consider any subclasses that aren't in the original PHB to be part of the optional game.</p><p></p><p></p><p>I don't consider any of the PHB classes to be the level of specific that I was talking about in my previous post. I was thinking in terms of people who come in with a concept like "I want to be an illusionist who ..." or "I want to be an assassin who..."</p><p></p><p></p><p>I'm afraid I don't understand what you mean here. How would you make a class-based game that caters to a wide variety of specific playstyles without millions of options? Or is that not your goal?</p></blockquote><p></p>
[QUOTE="jayoungr, post: 7558936, member: 6702445"] Let me start by apologizing to anyone who found my earlier post offensive. It was absolutely not my intention to put down anyone's playstyle, in any way. I was attempting to characterize the approach in neutral language, but I admit that I don't typically design characters this way myself, so I may not have done it justice. For what it's worth, I actually do [I]not[/I] believe that designing characters in this way represents a failure to roleplay, or think that it means those players are approaching D&D like a video game. It's just a different approach that some people gravitate toward, and for those people, it's very important. It's their "way in" to a character. I respect that. The reason I contrasted it with roleplaying is because it seems to me, for the people to whom it matters, the thing they want to reflect mechanically says something important about who the character [I]is;[/I] the character is the sort of person who would choose [I]this[/I] particular approach to a common situation. (I'm trying to leave exactly what [I]the thing[/I] is open, but remember, I did say it doesn't have to mean combat.) A different player might still feel like they could effectively play a character with the same sort of personality by showing it in non-mechanical ways, and it might not matter so much to that player that the mechanical moves don't always quite pinpoint the character's style. I consider any subclasses that aren't in the original PHB to be part of the optional game. I don't consider any of the PHB classes to be the level of specific that I was talking about in my previous post. I was thinking in terms of people who come in with a concept like "I want to be an illusionist who ..." or "I want to be an assassin who..." I'm afraid I don't understand what you mean here. How would you make a class-based game that caters to a wide variety of specific playstyles without millions of options? Or is that not your goal? [/QUOTE]
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