Showing posts with label Character. Show all posts
Showing posts with label Character. Show all posts

Tuesday, February 15, 2011

Role Playing Games - Character Guide 1


Introduction: In role playing games, they win through skill and skill alone. No, they don't cause massive damage in a single blow. They can't take hit after hit without faltering. They can't hide in the shadow of a nearby sentry. They are simply, routinely successful. They are more likely than most to hit a foe (as long as it isn't a defender), or dodge a blow (if it doesn't come from an attacker), or spot an ambush (that isn't being initiated by a trickster). These are the achievers of the RPG world, the characters who win simply because they are better at succeeding an action than others.

In QoTR, the achiever is represented by the Aptitude preference. These characters routinely get bonuses on checks, improving their chance of succeeding whatever action they take.

Player Tactics: When you elect to play an achiever, understand both the strengths and weaknesses of the character type. An achiever has a high chance of succeeding any action, but it is not as good at any individual action as a specialist in that style. An achiever can't deal as much damage as an attacker, avoid attacks as effectively as a defender, or sneak as well as a trickster. An achiever minimizes the advantages of enemy specialties and maximizes the impact of their weaknesses. Conversely, the achiever maximizes any other specialties it may have (whatever you are good at, being able to succeed more often only improves the value) and minimizes the impact of those areas it leaves open.

An achiever is not strictly a front-lines fighter. This isn't to say they are weak, but they should not be put into a position that emphasizes immediate and direct confrontation with the foe (unless, of course, they are also skilled attackers!) An achiever works best when it is in a position to gauge its opponent's strengths and weaknesses, so it can capitalize on them. If the opponent is weak against stealth, the achiever might take to the shadows to claim an advantage. If the foe's defenses are poor, the achiever should attack as hard as it can.

On the flip side, the achiever is not necessarily a jack-of-all-trades. In role playing games in general, and definitely in QoTR, most characters are specialized in more than one broad area. If you've got it, flaunt it, as the saying goes. And if you are an achiever, you've got more of it than most. Adding specialization as an achiever compounds the threat of whatever your other specialties are. An attacker or blaster may be scary for their ability to deal phenomenal damage, but when they also have a good chance of hitting so they can deal that damage, they become tremendously dangerous.

Although all combinations have merit, achievers often work best when combined with specializations that rely on succeeding actions. Attackers, defenders, and tricksters who double as achievers maximize the value of both specialties.

GM Tactics: Achievers generally make good choices of opponents in an RPG. They are particularly effective as "elite" foes--not quite "boss" enemies but still ranking above "fodder" opponents. Used wisely, an achiever can put players through a lot of stress while not presenting a tremendous threat of imminent destruction.

An achiever hits often, and is generally difficult to hit. Other specialties aside, they tend to have less impact on any action than most. You probably want to keep numbers roughly even in battles against achievers, since hit after hit will quickly wear a party down, and achievers might have some trouble when faced with large groups--high success chance or not, the dice will roll high eventually! This is a primary reason for using achievers as elite foes, since such opponents tend to fight the characters with similar numbers.

From a game master's standpoint, adding a heavy offensive specialty to an achiever is a dangerous proposition. As always, challenging the players is good, but if the party is wiped out, well, there goes the story! However, adding a defensive specialty to an achiever can create a particularly annoying opponent, and one who (due to its improved ability to hit) poses a credible threat. Other miscellaneous specialties, such as trickster or speedster, also make good combinations for an achiever.

Achievers are the masters of succeeding actions--frequently, reliably, and without significant cost. They may not pack the raw power of other character types, but their skill and versatility allows them to win through either exploitation or attrition. Whatever your other specialty may be, skill as an achiever improves it--a fact that all players should use, but GMs in particular should take to heart as both a promise and a warning.








Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author's understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae [http://www.quelliandyrae.com].


Sunday, February 13, 2011

Choosing Character Class in Role Playing Games


When players want to enter the rich, exciting world of Dungeons and Dragons, they will do so through the use of a specially constructed character, which fits into that world. The universe of Dungeons and Dragons is a different one than the Earth on which we reside and, therefore, common people who populate the world today would not fit appropriately into this rich fantasy environment. Therefore, any player who wants to enter the world of Dungeons and Dragons will have to invent a character that they can participate in that world as. Using the Player's Handbook, any participant in the game can quickly and easily make a player who they like and feel comfortable using to move about the world created in the game.

The first thing that a player needs to do when constructing a character is to figure out what type of character they want to play. This comes down to the dissection and examination of the different character classes located in Dungeons and Dragons. Many different options are available to new players, especially once one takes into consideration the edition of Dungeons and Dragons, which is being played. Each edition revises the one before it, adding certain character classes and dropping others as the designers of the game see fit.

The most current Fourth Edition of Dungeons and Dragons presents eight different character classes that players can choose to make their character, although each of these eight classes fits into one of four different roles, whom each draw their power from one of three different sources. Players can either play as a Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, or as a Wizard. Many of these classes seem to be similar at first glance, but when one takes into consideration the role that these classes play, the game suddenly opens up into a much more expansive tone.

Each of these eight character classes will either work as a Controller, Leader, Defender, or a Striker. Controllers are players who will focus on multiple targets at one, either in an attacking or supporting format. Currently, only Wizards fill this role, making them one of the more valuable members of a team. Leaders will more traditionally be used to support allies, making them stronger or healing them, although they will attack under the right circumstances.

Clerics and Warlords both serve as Leaders. Defenders work to not only block enemy attacks, but work to make those enemies focus on the Defenders themselves. Fighters and Paladins fill this role within the game. Finally, Strikers are the sort who have advanced mobility, moving quickly around the fighting space, delivering blows and trying to avoid being attacked themselves. Rangers, Rogues, and Warlocks all work as Strikers.

Finally, though, each of these characters will draw their power from a different source. If a character has a divine source of power, they will draw their power from the gods. If a player has an arcane source, though, the power will instead be drawn from the magical energy of the cosmos. Players with martial sources instead find their power from their own training and willpower. Each of these combinations works to make all of these characters incredibly unique within the confines of the game.








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