White Warlock wrote:ATD, at this juncture i think it's critically important to point out that PGing is not the problem and that every player PGs the development of their character to some degree or another. There are no pure roleplayers, as there are no pure powergamers. What ALFA strives for is an 'emphasis' on roleplaying and a discouragement of powergaming... but not a ban on powergaming.
What are, and should be, the concerns are game imbalance and disruption of roleplay (immersion, as some like to refer to it).
You and I are in firm agreement on the point (though, I'll point out that to some extent I anti-PG'd specifically so that I wouldn't rise to the level of being impeachable talking about balance issues in other formats).
The difference between us will be what constitutes game imbalance and disruption of roleplay. I see what we're talking about as manifest issues of game imbalance (abilities well outside of anything else comparable) and we have the
potential for clear disruption of roleplay (for a class whose very existence in FR is debateable, the endgame of 33% of our characters running around with a level-plus in it is frightening to me).
I'll clearly admit that I see my role around here is to take a "rollplay" look at the mechanics of things, because I see there being "translation errors" between a game with countless hours of playtesting and design decisions, and the format we have here. But just to distinguish that, I'm not interested in one class being above another or not, or "the zwiehander should totally kick the butt of..." I'm interested in a level playing field from an abstract combinatoric sense. I have opinions about things from the philosophical sense, but in the end, my only care for ALFA is eliminating the obvious outliers. It's why I enjoyed games like Magic: The Gathering, which I saw as pure mechnics with only the thinnest veneer of flavor text and artwork.
The format requires things be in a rigid box limited by the confines of the engine, and from that, consequences flow. For example, they decided to tradeoff the traditional combat maneuvers - some like Bull Rush because their engine and spacing made it functionally unimportant - some like Knockdown because the game design was "single-hero-of-doom." In the case of Warlocks for example, some of the invocations simply do not translate to the format, so they had to cut some - the response being that they tailoreed others to balance the power of the class.
Well, for an individual class, I'm comfortable with that - but to the other prospects, I think it merits some attention. And I think there's a way to resolve it that is clearly more RP focused than "oh, I leveled up and damn am I dextrous." Heck, eliminate the multiclass restrictions, just make it simple.
You can take Warlock at level one. If you do not, Warlock is treated as a Prestige Class in ALFA with the following requirements... (see above). Be aware that warlocks can be analyzed for PGing character builds in the exact same way that, for example, a Pal1/SorcX can be reviewed by the Player Admin.
Cuts the dominant portion of the multiclass dilemma, focuses the class on the RP, doesn't get into complicated single/multi-class nerfing questions.