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Originally Posted by MustrumRidcully
What was wrong with the Rogue?
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The big thing is that only about half of the class applied to what I wanted to do. It was kind of the same thing that bugged me about having to heal with my Warlord. In both cases I had a pretty typical fantasy archetype in mind, that didn't fit with any character class offered.
I honestly can't remember what exactly bugged me with the rogue, it's been too long. I only tried to play four times, the first and last times I gave up in the character creation phase because nothing i dreamt up fit what was in the book.
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But even if that didn't work for you - how would you have done it with AD&D without the swashbuckler? Isn't it ultimately a matter of whether the class exists in a class based system?
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Play a fighter with high dex and give them proficiencies in acrobatics and tumbling. Specialize in one blade of choice. Round out non-weapon proficiencies with stuff like gambling or etiquette. After that just role-play it.
Using the swashbuckler fighter kit works better, but it's still mostly just a vanilla fighter.
The old classes were extremely generic, which left a lot of room to play them differently. The 4th edition classes are straight-jackets by comparison. I do okay running pre made characters in that, but I just can't cram character ideas into the classes provided. At least not with the classes in the player's book.
Even when I found a class that seemed close to what I was picturing, the powers went off into things I didn't want at all.
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The famous p.42 of the Dungeon's Master Guides has all the tools to allow this stuff. The values for that are even on the DM table. Of course I agree that it's a trap many players fall into, just looking at their powers and thinking that is all that they can do.
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I've never run 4th edition, so I really have no idea what's in the DMG. All I know is that when I was trying to play a swashbuckler kind of character the game ground to a halt on every one of my turns, and there were a couple of things I just couldn't do because they were powers for other classes, or things I just didn't have.
The Warmaster wasn't so bad as far as doing wierd things, I just didn't like the how much some of the abilities seemed like magic. I don't mind playing spell casters, but it's not what I wanted for the character.
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I love it that I can tell my players before the start of the campaign: Anything goes. Pick any class, any race, it will work (at least for me). The only limits I might need to give are stuff that doesn't fit (maybe Warforged don't fit in my campaign or something like that. Though I prefer to have it all allowed normally, and make the out-of-the-ordinary stuff just work)
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That's because the limitation comes when picking a class. On the one hand, all the classes are homogenous enough that if you hand a random player a character sheet and a stack of cards describing the abilities, they can play that character effectively. But on the other hand, it's hard to come up with a concept before playing and adapt it to a class.
I think I've probably spent more time staring at the players book and getting halfway through making characters that don't actually fit into any class than I have playing.
I'll sometimes run a handful of NPCs for people, but I'm not going to try making a character of my own again. Character creation is just way too restrictive. It's like speccing out a character in an MMO, except there's no roleplaying in MMOs.