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Posted By: JDCorleyCorrect - but if the motivation is "withholding" the spiffy powers/abilities, D&D3 does not withhold to the level that previous editions did, you can start with as many as you like.True enough. I get you.
Posted By: Paul T.So, how did we get to this whole idea that old-school RPGs are synonymous with long-term games?
Posted By: Paul T.Lots of interesting comments. In particular, I like the comment that a GM's interest in a campaign can diminish because the characters are no longer developing or revealing new information about themselves.
Would a system like TSoY (that encourages character change) fix this for you, do you think?..
Posted By: Paul T.In addition, if you're working on a game, how are you addressing this? Not at all? Explicitly? Through advice? Through mechanics?
Posted By: Paul T.Ryan - do you think your E6 hack will lead to shorter games than straight up D&D?
Posted By: MikeRMJDCorley, I think I got the soap-opera thing from you.
Posted By: herrmess2 - "Getting in character" (as in "getting attached to the character" or "getting to FEEL this is *my guy*"). This is something that can presumably be done only after a certain period of play.
I could argue against the first, but couldn't say much against the second.
Posted By: Alvin Frewer
And then I started playing games like Sorcerer and HeroQuest and such, where everything in character creation told you something about the character, and what was important to the character, and often times what the other PCs meant to the character (if anything). Instead of building a character based on what he can do, it was based on who he was. That's not to say I never had to adjust or find the flow anymore, but when systems make what a character is about from the beginning (that is, creation) then I know that character as we sit down to play, and attachment isn't a question of time spent, but if I like what the character is about (and exploring that is the fun of play).
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