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| Cold-Hearted Immortal |
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Joined: Fri Mar 10, 2006 3:46 pm Posts: 1757 Location: Left Coast, USA
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Well, like I said upthread, FNR (Fear No Rule). Speaking for myself, I've always preferred flawed characters, and working around their deficiencies makes for good roleplay. And, how do you know the 'weaker' option handed you by the rules is going to be less fun to play? I mean, yes, I have seen people unhappy with their character, I know what that's about; by I've also seen people come to enjoy a character greatly, that they weren't thrilled with at the start. Overcoming obstacles is the essence of RPGs. Why not play clever with this one, too? But, if someone wants to play a Dwarf Cleric, I would heartily recommend creating a new class for them -- just layering things and going down that road might lead to madness... YMMV.
_________________ Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11. Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will! DCC Monsters
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
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