Lago PARANOIA wrote:That's not even close to true. If you outlaw mute characters or loners, that's a trivially easy way to encourage dialogue and cooperation which are facets of roleplaying.
...No. No, it doesn't. Previously, you had a mute character. Now you have a character theoretically capable of speech who just never talks. You aren't going to legislate players into a sense of artistry. Social interaction does not work that way.
Sure, 'I'm an elf and elves are superior to you' is on the face of it as shallow as a concept as 'I like swords', but the DM and players can at least play off the elf-fetishist. Someone playing the half-orc or dwarf can get into a verbal argument with the elf player or the DM can have the city discriminate against elves or whatever.
At which point elf-guy will shrug and not care. Is this guy a bad roleplayer or not? If he's bad enough to make a character who's entire personality begins and ends with "I like swords" then nothing,
ever, will make him go any deeper than that. And hell, what do you do with katana guy? "A longsword-wielding warrior seeks to prove that his culture is superior to yours by murdering you." "Your chosen weapon is shunned as a symbol of some great enemy in the city you're visiting." Whatever. This isn't hard.
2.) Players are a lot more resistant towards changing things that appear to give them mechanical success than purely cosmetic success. Even if you design a game in such a way that katanas are in aggregate as equally good as dire flails and bow and arrows and show them the numbers, people will still see that the fact that they wielded a katana is what made them succeed.
I've seen this happen just as often with player's gushing over their awesome statlines. Like, from their race, for example. I've actually seen this more often than I've seen people attached to a specific weapon, except that sometimes the guy playing a Barbarian likes greataxes because d12s seem so big and impressive.
Now because they're weak roleplayers the chances of them having a character concept that can provide the hook and the mental leap are really small - but again, see caveats 1 and 2.
Building those hooks into the story is really easy. I once had a player who liked cats and was playing a caster. So I added a cat-god of magic to get her more involved in the game. It worked. This changed no rules. Get better at plot and characterization.
This is again stupid. My setting also has kings that head a large empire and prophecied champions in them. By DM fiat or the tides of roleplay or even the RNG, a player may for a temporary amount of time be or have one of these things without the game kerploding.
Can they start as an actual king of an actual nation that they are running? If so, then arbitrarily taking that away from them at a later date is a dick move. If not, then having previously been royalty is just fluff. Fluff they should not have to roll on a random table to have.
If I was running an alternate history version of Aztec Empires, sure, a Jaguar Warrior-General that killed and helpled himself to the loot of one of Cortes' entourage might stumble across a silk dress in the loot pile. And he'd be perfectly within his rights to wear it for a few sessions before it falls apart or we do a time jump or the campaign ends for one reason or another. That does not mean that someone can just up and claim that their Aztec warrior is going to run around in silk clothes all of the time.
But he still didn't
start with those clothes. This is not a hard concept to grasp. If you allow characters to start out wearing silk, then you are a dick if you later on require them to abandon it because the dice said so. If you don't start with silk, it is less reasonable to assume that you'll always have access to it because you happen to stumble across it once.
That's asinine. That'd be like me claiming that my personality for my Musketeer was designed around wearing red.
If you are secretly Alexandre Dumas, you can say that and have a valid point. The point of using a character I made instead of better known characters with equally iconic weapons is that
I made them and I can say with absolute certainty that the character aesthetic is built around using this or that weapon (or else that their weapon of choice was built around the character concept, either way the point is pretty much the same).
or wears a black shirt with a skull over it (even though that was the last thing his son gave him before he died and has the death symbolism la la la).
You're seriously trying to argue the skull shirt isn't iconic to the Punisher, and that anyone who decided to change that design to something else as determined by die roll shouldn't be fired for it?
All that crap you're pushing is just chaff. It's a perfect example of cargo-cult roleplaying, trying to leech the cool of Magus and Testament and Death by imitating their demeanor through some vague sympathetic magic and also why I don't want to encourage it.
You just listed off three strong, iconic characters who have scythe-wielding as a major component of their aesthetic and who would look and feel noticeably different if they switched. Even if their personalities would remain the same, the character would be different, and if you chose that weapon
randomly the results would be stupid. Hell, let's do that right now. I'm going to roll a d100 and count down the PHB weapons list to see what I get, throwing out any result that takes me off the end of the list, this because I can't be bothered to count the weapons up and make a proper table and the DMG version is weighted.
The Grim Reaper now wields a greataxe.
Magus now has a spiked shield.
Testament now has a longsword.
Go find their respective fanbases and see how they react to your brilliant new idea of re-equipping the characters with randomly selected weapons. Particularly if you do so five or six times through the course of the story, and eventually they end up using a club.
The only one of those character's I'm intimately familiar with is Death. Because I assume you're referring to the Grim Reaper anthropomorphization, who is well known to absolutely everyone. Magus is presumably the Chrono Trigger character, however I still haven't gotten around to playing that game and I'm familiar with him only by name. I haven't got the slightest clue who Testament is, but google images informs me that it's some girl with a big red scythe. Whatever.
Either way, Hobbes' aesthetic started with the scythe because the scythe gets awesome crits and Hobbes is a Samurai. Any argument that Hobbes is trying to leech coolness from other sources by wielding a scythe can't possibly hold up, because I initially chose it for mechanical reasons. It couldn't have been integral to his character at the time, because at the time he didn't have a character. If you'd been paying attention, you'd have noticed that this is, in fact, my point. His character is built around wielding a scythe because the choice that he'd wield a scythe was the first one that I made with regards to his aesthetic. Do I need to rephrase that again, or do you get it yet?
I love the way you're trying to dance between these two points. 'My character concept is so intricate that it'd fall apart for want of a nail' and 'but it's a D&D game so no need to spend THAT much effort'
The character concepts do not
fall apart, they're just
weakened. You're arguing that we should make the roleplay worse in order to improve the roleplay. All three of my characters can still exist if their iconic weapons are removed, but their aesthetic is weaker.