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General Tabletop Discussion
*Pathfinder & Starfinder
Within Rules: How many PHb character combinations?
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<blockquote data-quote="Emirikol" data-source="post: 778971" data-attributes="member: 10638"><p>Yes, obviously there are other variations and not everyone is going to be exactly the same..except for those three variables: Race, Class, Feat choices. All basic characters are really just clones then. It's like the old basic D&D system where you only have the illusion of choice. For some reason, players seem to think that they are MORE individualized if they play a demi-human, when we can see by the numbers, that demi-humans are more than twice as likely to be a cliche.</p><p></p><p>I've seen so many arguments going the other direction (i.e. that you should just not have classes and only use skills), but they don't consider one factor: time and effort to create a character. D&D succeeded because it was a _reasonable- amount of work to make a character. WHen I first learned, you could have _absolutely no game knowledge_ and still whip up a character in no time. You'd give each fighter in your party a different personality, and that's what made them individuals.</p><p></p><p>I've seen it said that too many players confuse 'novelty' for 'personality.' That is, they depend on their feats or skills to determine their character's personality instead of starting with personality and then assigning feats and skills.</p><p></p><p>Here's my solution: There should be about 3-4 more 'core' classes. For example: Why bother with the extra feat for fighters at first, when you're just going to categorize him anyway? Save yourself some time. That's what the people playing Rangers, Monks, or Barbarians have done. They took the easy way out and picked a clone of a clone and just gave him a different personality (sometimes <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></p><p>Em</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 778971, member: 10638"] Yes, obviously there are other variations and not everyone is going to be exactly the same..except for those three variables: Race, Class, Feat choices. All basic characters are really just clones then. It's like the old basic D&D system where you only have the illusion of choice. For some reason, players seem to think that they are MORE individualized if they play a demi-human, when we can see by the numbers, that demi-humans are more than twice as likely to be a cliche. I've seen so many arguments going the other direction (i.e. that you should just not have classes and only use skills), but they don't consider one factor: time and effort to create a character. D&D succeeded because it was a _reasonable- amount of work to make a character. WHen I first learned, you could have _absolutely no game knowledge_ and still whip up a character in no time. You'd give each fighter in your party a different personality, and that's what made them individuals. I've seen it said that too many players confuse 'novelty' for 'personality.' That is, they depend on their feats or skills to determine their character's personality instead of starting with personality and then assigning feats and skills. Here's my solution: There should be about 3-4 more 'core' classes. For example: Why bother with the extra feat for fighters at first, when you're just going to categorize him anyway? Save yourself some time. That's what the people playing Rangers, Monks, or Barbarians have done. They took the easy way out and picked a clone of a clone and just gave him a different personality (sometimes :) Em .. [/QUOTE]
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Within Rules: How many PHb character combinations?
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