Seeten said:From badfun to goodfun in 0.9 posts.
Dannyalcatraz said:QFT.
However, the roleplaying aspects of the game developed quite quickly.
der_kluge said:But I have to believe that people who play such mind-boggingly bizarre character concepts ONLY approach them as a collection of statistics. For example, do people who play Warlocks choose them because they would make an interesting role-playing challenge, or do people play Warlocks because they have a lot of phat k3wl special abilities?
Have people lost site of the fact that this is a ROLE-playing game?
Hairfoot said:Hey, Presto.
This is the hassle with "RP gods VS evil munchkins" debates: it's impossible to generalise.
Choosing a juicy mechanical benefit and using your imagination to fold it coherently into the character is good roleplaying. That's very different from exploiting every loophole you can find, then working up a perfunctory backstory so it holds together.
The PC you describe is growing and sticking with his background. It's a fine use of story and mechanics. On the other hand, I've seen all sorts of thri-kreen monks and teifling hexblades which were, essentially, built as wargame units for their numerical benefits, with characterisation as an afterthought.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.