I'm of the opinion that OOC game mechanics should be their own thing, and RP skill and player experience should be the most important tidbit to pay attention to. Â My character is a world traveler (or was, she's settled on Eorzea as home), and came into the game with her previous experience. Â That said, initially, she was very poorly adept at using the skills on Eorzea, despite her experiences in other places. Â Even cutting down that aspect of her character, Meallaire, which is who Glioca was before she 'changed' after the Calamity, was over 200 years old thanks to Aether boo-boos. Â She had experience. Â Just because my character level was 10, that shouldn't negate either the work I'd put into her backstory, nor the work I'd put into her as a character. Â
That said, I do understand what you mean, and from a D&D perspective, character level being equated with experience is perfectly understandable. Â That's how a character grows, and you have life/world experience as you adventure and complete tasks, interact with the world, etc. Â In this case, those interactions are strictly with other players, and not with the pre-set NPC's designed by the Dungeon Master. Â As such, you have to account for time role-played as the equivalent of your character's 'experience', rather than the game mechanics displayed by popping Cure II after a particularly riveting post.Â
The perspective is definitely something I understand, but not something I can agree with, because you're basically cutting out a section of role-players who come to the game strictly to role-play, and maybe level their character only casually, and so aren't as high level as others. Â There are some good low-level gear sets that look good on characters, and so being forced to max level in order to display how 'strong' you are isn't very fair. Â Especially for those who spend most of their time RPing, and very little time involved in the PvE aspect of the game due to time constraints, etc. Â
I think there has to be that suspension of disbelief to afford fairness to those who prioritize one aspect of the game (RP) over the other aspects of the game (PVE, PVP).
That said, I do understand what you mean, and from a D&D perspective, character level being equated with experience is perfectly understandable. Â That's how a character grows, and you have life/world experience as you adventure and complete tasks, interact with the world, etc. Â In this case, those interactions are strictly with other players, and not with the pre-set NPC's designed by the Dungeon Master. Â As such, you have to account for time role-played as the equivalent of your character's 'experience', rather than the game mechanics displayed by popping Cure II after a particularly riveting post.Â
The perspective is definitely something I understand, but not something I can agree with, because you're basically cutting out a section of role-players who come to the game strictly to role-play, and maybe level their character only casually, and so aren't as high level as others. Â There are some good low-level gear sets that look good on characters, and so being forced to max level in order to display how 'strong' you are isn't very fair. Â Especially for those who spend most of their time RPing, and very little time involved in the PvE aspect of the game due to time constraints, etc. Â
I think there has to be that suspension of disbelief to afford fairness to those who prioritize one aspect of the game (RP) over the other aspects of the game (PVE, PVP).
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