Grakor456 Wrote:My fifth thought is that it is ironic given this that there are more people playing battle-mages than there are enhancement shaman.
I play an enhancement shaman!

/shot
But in all fairness, he sucks in combat, but it could be because Kapre is just an oversized blueberry marshmellow. I have been contemplating if I should have his skills develop IC or remain a perpetual punching bag (and thus contribute to his characteristic cowardice). It's something of a thought--do I want character development that progresses a character as I start him, or should I keep him at a static state where he remains what people know him by and love him for? If I can figure a way for a middle ground of character development while keeping the best parts of his starting character without that trait clashing with development, then perhaps this is favorable.
Yes, I posted that before this one, which is first in your ramble, but I thought pointing the above out would make the below more flowing and relevant:
Grakor456 Wrote:Thragash going down the path of a Runemaster was rather enlightening to me, in many ways. Seeing all of that happen gave me things to think about, but it also gave me a lot of frustration, which is probably the cause of half of my crankiness on this subject. One thing that always bothered me about the RP that Thragash would find himself in was how his skills were handled in combat RP. I do not exaggerate when I say that, during his duration as a Runemaster (and later a Bone Crusher) he has lost more fist-fights than he has won, generally against people not specializing in fist-fighting like he does. Such is the sense of humor of Lady Luck. My first thought, then, is that it always sucks for a character to supposedly be good at something, and lose to someone who supposedly is only fair at it. Doubly so when it happens consistently, as Lady Luck is as cruel as she is humorous.
This is one of many reasons why I've made my main character and most RPed toon to be such a weak fighter.
The strong character never has a real appeal to me, which is why I get bored with Diawata so easily. For one, people will always compete who is stronger, which is natural in any sort of strongman competition... but when it comes to RP, people may resort to ridiculous lengths OOCly to make their character ICly stronger, leading to situations such as trust fights that drag on forever to absolutely nonsensical roll fights wherein a kitten can topple a giant. The only reason I go with roll fights is because there is a guarantee to HP, whereas in trust fights, while attacks make better sense. they can really drag on forever if the players are particularly stubborn. Otherwise, I believe there should be no OOC fight to an IC fight. I'd rather just roll a weak fighter who can be the consistent loser in every combat RP so I can enjoy a fight and move on with my life.
I remember back in my AOL RP days, characters in certain guilds (affiliated RP groups) build up their HP and dice power through constant role-play. For instance, my character, fresh in the guild, would start with 5 HP and a /roll 6. The more he sparred and the more fights he won, he would eventually gather EXP and eventually build his way to 20 HP and a /roll 50. That way, characters have to actually RP their combat training and not resort to "oh, my character is strong from the start". It's annoying for players who want to start with a strong character, but guilds would then have the option for what would be our equivalent of the "hero" class... but not allow those players to spar with weaker characters who are simply training.
The above situation sounds a little too complex for CotH, so I will not propose it. That, and in order for the dice and HP to be built upon, it'd require lots and LOTS of logging as proof you're not sneaking EXP on your own. WoW doesn't have an automated log system, and I despise Elephant's 250 word limit.
I've been told I should stop playing weak characters and get used to strong characters. But really, I see no appeal in playing the hero, traditional or not. I'm happy being a comical sidekick.
Anyway, on to your questions!
Grakor456 Wrote:1. Do you feel that certain classes should have a natural bonus in things such as fist-fight or non-magic tournaments, or do you believe that everyone should be on a level playing field for these?
2. Do you believe that, given the way many such fights explained in #1 are handled, that the warrior class has anything truly special about it for the purposes of RP? (Please do not answer "you can play a civilian as one.")
3. Given the different talent specs and different classes present within WoW, what kinds of character concept do you feel requires branching out from the base classes?
4. Presuming that the variant system is what is chosen in the other thread, what do you think the line should be as far as dividing what should require an application and what should not? Do you think that it's even possible to draw an unambiguous line for this?
1.) Of course I feel there should be a natural bonus within certain areas of combat for specific classes, as well as natural weaknesses. This isn't so much because "it makes sense" as it is allowance of variety and spice in combat. A plate-wearing fighter should have higher defense than a cloth-armored one, but of course the cloth-wearer would have higher mobility and flexibility. If everyone has equal ability regardless of the character's class, what's the point of -having- a class?
This still applies even after your explanation. Although technically you don't HAVE to be a hunter in order to be an archer, I'd rather players take to the lore justifications of the class before deciding on how to roll that character with that combat skill. If I want a draenei archer that also specializes in Light magic, sorry. I gotta sacrifice one for the other if I hope to roll this character to be that way, so no Light arrows for me, no matter how cool that sounds. This was the dilemma I had with Urameil when I converted his original character (a human-hating shapeshifting fallen angel) to be more WoW appropriate (do I want a druid night elf or a demonology warlock blood elf?). In the end, I went with the race and class combination that best fits his character while still applying the power as I saw fit, and any combat restrictions present would appropriately apply when events come that call for skills outside what is known in particular classes. I say... work the best you can within the restrictions of the class. The restrictions are there for a reason, and power can derive from it. People should stop griping about equal playing fields, really, because if they're all truly equal, we'd be boring and stagnant.
2.) Proficiency in all kinds of weaponry. Not every other class can have that specialty. I think the Warrior class is the closest, for instance, a human can actually become an archer. BUT... I never rolled a Warrior in PVP, so I am actually ignorant with how Warriors roll. I'm going on how I am told they can be proficient in all weapons at the cost of having no magic.
3.) I do feel that characters who roll a class should actually RP out whatever talent spec they have and not do everything all at once (a Shaman, for instance, should not be be capable of doing things a Restoration, Enhancement, and Elemental shaman would do all at the same time). That sounds like common sense in regards to WoW, but I've seen people RP all three talent specs (A Ret Paladin would do something Holies would do). As for character concepts branching out, that's an iffy one... I thought that was what the prestige classes are for. But... I'm rather neutral and indifferent to that one.
4.) I have to see the variant system in action for a time before I can decide where to draw the line.