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<blockquote data-quote="Dannyalcatraz" data-source="post: 5368282" data-attributes="member: 19675"><p>I hear you fuzzlewump, but I have 2 responses: <ol> <li data-xf-list-type="ol">You still have to pitch this to prospective players- how do you winnow out the ones who want "hands on?"</li> <li data-xf-list-type="ol">How do you roleplay someone whose weapon is enchanted from within? Or manifests auras, or causes otherworldly weapons to appear out of thin air?</li> </ol><p>And besides, which kind of armored warrior of faith could matter a great deal, even on a roleplaying level.</p><p></p><p>Let's look at my aforementioned warrior with a breath weapon: a slight tweak of that design and a couple of levels later, he's got some divine spells in his repertoire. But he can't turn undead...something others might expect him to do.</p><p></p><p>If one of those others is the DM, he's going to figure that power into calculations about how he designs adventures...and when you don't, there will follow a very interesting conversation. An unfortunate one, if the undead cause a TPK.</p><p></p><p>Details matter.</p><p></p><p></p><p>You misunderstand where I'm coming from. When I design, I may start from anywhere: a class, a race, a feat, a spell, a weapon, a piece of art I saw, a story I read, a song I heard, and so forth.</p><p></p><p>Once I have the basic concept, I solidify the concept by thinking about both his origins but also a potential "final" version of him, a goal to shoot for...which necessitates that I think about the pathway of how to get there. Certainly, events in campaign may alter that potential future, and that's fine. That's part of the game.</p><p></p><p>What typically ISN'T part of the game is someone else overwriting my vision with their own.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5368282, member: 19675"] I hear you fuzzlewump, but I have 2 responses:[LIST=1] [*]You still have to pitch this to prospective players- how do you winnow out the ones who want "hands on?" [*]How do you roleplay someone whose weapon is enchanted from within? Or manifests auras, or causes otherworldly weapons to appear out of thin air? [/LIST] And besides, which kind of armored warrior of faith could matter a great deal, even on a roleplaying level. Let's look at my aforementioned warrior with a breath weapon: a slight tweak of that design and a couple of levels later, he's got some divine spells in his repertoire. But he can't turn undead...something others might expect him to do. If one of those others is the DM, he's going to figure that power into calculations about how he designs adventures...and when you don't, there will follow a very interesting conversation. An unfortunate one, if the undead cause a TPK. Details matter. You misunderstand where I'm coming from. When I design, I may start from anywhere: a class, a race, a feat, a spell, a weapon, a piece of art I saw, a story I read, a song I heard, and so forth. Once I have the basic concept, I solidify the concept by thinking about both his origins but also a potential "final" version of him, a goal to shoot for...which necessitates that I think about the pathway of how to get there. Certainly, events in campaign may alter that potential future, and that's fine. That's part of the game. What typically ISN'T part of the game is someone else overwriting my vision with their own. [/QUOTE]
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