Relax, play, have fun!

  • Thread starter Thread starter shurai
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S

shurai

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When I was just starting out at this whole roleplaying thing, I spent hours obsessively tinkering with every last detail of my characters. I was so paranoid that someone else in the game would have more powerful abilities than me, and that therefore I wouldn't have any fun because my character wouldn't get to do anything. It was frustrating, because as we all know perfect game balance is impossible. I played that way for months.

Then I made a new character for a new campaign one afternoon. I realized that competing with powergamers is an ultimately futile exercise, and that I could, instead, roleplay someone interesting instead of someone necessarily powerful. So I spent all this time picking abilities based on where the character came from and what his motivations were. That character (this was 2nd Edition) remains the most compelling roleplaying experience I've had.

I'm not saying I play purposely weak characters; I don't mean to suggest that there's something wrong with a character being good at something, certainly. Heck, I do wander down the mad min/maxing road from time to time (it is fun sometimes), but for the most part I ignore maxing out my characters' abilities.

The strange thing is that something counterintuitive happens when I do: Instead of my characters being useless, they are generally highly useful. Why is that, given that my character must be weaker?

I think it's because even slightly underpowered characters who are roleplayed well are capable of much more than overpowered characters that are poorly roleplayed. There's a fairly nonsensical idea out there that dictates that if a character can't be really good at some task, then that character shouldn't learn how to do it at all. I'm not saying specialization is a bad thing, but I am saying that overspecialization certainly can be. For example, I often play characters with random skill points devoted to things like old jobs, like what they did before becoming adventurers. It's amazing how often weird little skills like Profession: Farmer can be useful.

There's another angle too. A character that is roleplayed well is often capable of finding solutions to in-game problems more often because the player is paying more attention to the facts of the situation and is mulling things over in-character. It's harder to get into character when the character has less personality, after all.

The remarkable conclusion of all this is that game balance is not nearly as necessary for a fun game as so many people here think. So much of the activity here these days assumes the opposite that I wonder how some here have any fun at all. So, in the end, I think we'll all enjoy the hobby more if we relax and play our characters well. Speaking for myself, it's worked out beautifully.

-S
 

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Well, you could be filling a void the party didn't know they had. Having a bard in the party isn't essential, but certainly comes in handy when you get those bonuses and when you need another 'face' character in the party. If you just have all robots prepared to fight it takes away from the party's ability to be clever or sneaky in an undercover mission, where rogues and bards would prevail.

Having abilities and skills that the other party members are lacking always helps, and the more tools you have the better. No character likes to have a weakness, and most power-gamer types leave themselves wide open when trying to bluff, be diplomatic or other people skills necessary to infiltrate an evil cult.
 

I know what you mean. Something kicks in, and you suddenly realize that you aren't the scores written on your sheet, you aren't the piles of looted enemies you brag about, you aren't the hoard of magical items recorded on your home's paper; you are the all-singing, all-dancing...

Ahem. Sorry.

What I mean is that, at a certain point, you look back and suddenly realize that maximizing numbers is boring.

It's a pity that it's hard to get unawakened players to understand it.
 

The only time I feel it is necessary to max out a skill or ability is when it really fits the character concept. For instance, the Ranger who is "The best Tracker seen in ages" maximize his Wilderness Lore (along with Skill Focus: Wilderness Lore), or something of that nature.
 

Ah, one who gets it. The secret to a fun and useful character isn't what feats you take, what scores you have, or what combinations of classes you have. Its having a character that you see as a person, that you genuinely like to play. If you have that, then you will figure out a way to overcome your challenges and have fun doing it.
 


shurai said:
The strange thing is that something counterintuitive happens when I do: Instead of my characters being useless, they are generally highly useful. Why is that, given that my character must be weaker?

Well, there are a few effects here.

First, if you play the game like a tactical wargame, and design a character to be good at specific tasks, you will think only in terms of those abilities. When you've built a hammer, every problem becomes a nail. But since not all problems are really nails, you wind up at a few dead ends.

If you design to be more like a person, you will probably tend to make a more well-rounded character. While you are playing him like a person, you'll tend to approach problems more like a person than like a hammer. You'll try more realistic and varied approaches, and be less likely to be dead-ended.

Second, and I think more importantly - part of it is illusory. You aren't actually that much more effective in a real sense. You are simply no longer worried about effectiveness. You are no longer counting exactly how many more hit points of damage you inflict relative to everyone else. You are no longer competing with the other players. If your time is filled trying to role-play a person, you won't harp on exactly how "deficient" you are.
 
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Zappo said:
I know what you mean. Something kicks in, and you suddenly realize that you aren't the scores written on your sheet, you aren't the piles of looted enemies you brag about, you aren't the hoard of magical items recorded on your home's paper; you are the all-singing, all-dancing...

. . . crap of the world? Ahem. Sorry. : ]

Zappo said:


Ahem. Sorry.

What I mean is that, at a certain point, you look back and suddenly realize that maximizing numbers is boring.

It's a pity that it's hard to get unawakened players to understand it.

Anyway, I'm glad to see there's still folks that post here that understand this sort of thing . . . I wander in from time to time and it seems like there's more frothing at the collective mouth than usual.

-S
 


It has taken me a fair while to get that idea in my head, that playing an interesting character makes the game more interesting, but now I've got it, I'm enjoying my games much more.

A recent case in point was that I created a Psychic Warrior, simply because I'd never had one before. He had no real background or character, I just wanted to try one out.

He's boring. I'm bored playing him. I'm also tempted to make him suicidally brave so he can die heroically and I can change characters. :(
 

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