
I will occasionally take in-game classes into flavor consideration for a roleplay character, but I never consider level as a mechanic. Lots of characters I'll get to a certain level for a particular outfit and then just do nothing but RP on them. In TERA, 90% of my characters were level 11, made solely for roleplay. I spent absurd amounts of time on them and feel completely justified in giving them any level of power I may want (or lack of power). My main generally will be level capped, but that's got no bearing on the character, and though I may level other characters over time, it also doesn't represent them either.
When it comes to class and class mechanics, it depends on whether or not I'm wanting to go for a more combat-flavored character. I tend to prefer roleplaying more "normal" people, average joes who tend to have to deal with craziness from other characters. But sometimes they'll have combat training, or latent psionic powers, or they're a survivalist or whathaveyou. I pay close attention to the details behind class abilities and use what lore is made available through that to build upon combat strategies and create new concepts, as well.
When it comes to class and class mechanics, it depends on whether or not I'm wanting to go for a more combat-flavored character. I tend to prefer roleplaying more "normal" people, average joes who tend to have to deal with craziness from other characters. But sometimes they'll have combat training, or latent psionic powers, or they're a survivalist or whathaveyou. I pay close attention to the details behind class abilities and use what lore is made available through that to build upon combat strategies and create new concepts, as well.
![[Image: AntiThalSig.png]](https://dl.dropboxusercontent.com/u/179079766/AntiThalSig.png)
"Song dogs barking at the break of dawn, lightning pushes the edges of a thunderstorm; and these streets, quiet as a sleeping army, send their battered dreams to heaven."
Hipparion Tribe (Sagolii)Â - Â Antimony Jhanhi's Wiki