Capntastic wrote:My limited understanding of Tieflings is that they used to be fairly randomized demon-tainted folk, through curses or lineage or whatever, and pretty much forced into being outcasts or similar. And then 4e made them into a single, unified, homogenized culture, with their own styles of weaponry and languages or whatever. So they went from being 'oh this guy's a mutant' to 'oh this guy is from the Tiefling side of town'.
Which, to me, makes them less interesting, less unique, and more prone to being a more points-of-light friendly word for half-demon, rather than the unfortunate mutants they were meant to be. Likewise, while on one hand giving them a culture to call their own might give them a sense of place in the world, it also might make it easy for a player to just go "welp, of course I wear all black and have spikes on everything I own, I'm a tiefling!"
Edit: Yeah Bes, the Epic Destines are weird, since most of them are differently flavored ways of 'you basically become a god'. Which, personally, saddens me that 'becoming a god' is the supposed proper endgame for a D&D guy. Retiring as a level 10 warrior king or thief master or wizard of the realm just seems a 'cooler' farewell to your beloved characters, to me, than transcending the mortal plane to go fight dudes in another dimension, beyond the cares and whims that were so core to their gaining levels at all. It's a weird thing. As an aside, I think the only MMO equivalent thing like that was in Anarchy Online, reaching the max level involved your character reaching enlightenment, and a message being sent through the server heralding that event.
Capntastic wrote:So your wizard would be an arcane controller/researcher and your rogue would be a martial striker/gossiper, or something. It'd be rad.
ChristianC wrote:Well, I did talk about WoD, as I personally don't have much love for the Exalted, but what I meant with the dot-system is that it's a simple way of playing it freestyle.
PriamNevhausten wrote:but a problem immediately crops up: As soon as you define what class can do what in a social situation, you define what a class can't do in a social situation...
Capntastic wrote:having similar ones such as "if you want to research ancient writings, be a wizard, if you want to tap the local tavern for rumors, be a rogue", would be nothing but beneficial.
PriamNevhausten wrote:What I'm getting at is that most people who role-play know how to talk, and can reasonably figure out some basic investigative measures, and have some sense of politeness and propriety. We don't need rules and rolls for that.
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