CHARACTER & SKILL EXPRESSION IN ROLE PLAYING

Hey everyone, Stephen here! 


Today I'm in one of my more philosophical moods, so let’s talk about something that applies to all facets of tabletop games, card games, board games, video games, and maybe even real life. Today, I want to talk about something called “character expression”—or “skill expression,” if you’d rather—and what that means to me, possibly to you, and how it’s reflected in media like tabletop games and video games.

In my opinion, if you’re somebody who plays games of any sort and immediately goes for the most efficient and powerful way of defeating the game (I’m looking at you, Deadlock Infernus players), I get it. Having the most powerful weapon, gear, or abilities can be fun. But to me, that rush and exhilaration of having an upper hand over everyone else you’re interacting with wears off pretty quickly. I prefer to be on a more even playing field with others, and depending on the scenario, I sometimes even prefer to be at a disadvantage. That gives me the opportunity—the ability and the chance—to prove my skill, cunning, or wits over someone who may have an advantage over me.

So what does this mean in video games?

Back in the Call of Duty days, I would always use guns that weren’t played very much. We’re talking about the F2000 in Modern Warfare 2, the burst-fire SMG in Advanced Warfare, or the Dragunov in Modern Warfare 3. These weapons resonated with me because, to use them successfully, I had to put in more effort and try harder than someone just using the best gun in the class.

This idea translates to other games as well. Take Diablo IV, for example. Every season, there’s always a class that’s better than every other class, and everyone rushing the leaderboard runs that class over and over again. Eventually, that’s the only class you see in the open world. To me, that’s a surefire way to know I’m not going to play that class—or at least not that build.

I always want to push myself and take the path less traveled, as we’ve talked about many times here on the website and in the Apprentice Corner. I want to use something not everyone else is using. It’s not really an ego thing—thinking I’m better than other people—as much as it is that I only find enjoyment in doing things my own way and finding my own path. Often, this applies to video games, but as I’ve gotten back into the tabletop game space because of this project with Dad, it’s made me start thinking about this concept in D&D as well.

I’m not a D&D expert, as many of us know, but I’m sure there are classes in every expansion or edition of D&D that are better than others. Honestly, that’s kind of an endearing quality. If you think back to World of Warcraft Classic—not the rebranded Classic that’s out now—there was always a class for every niche role. Protection Paladins made great tanks, Warlocks excelled at damage over time, Mages were great at burst damage, and Holy Priests healed better than most other specs or classes. Each had a carved-out role to play in the world.

So it’s not that I don’t want things to feel too powerful or don't want imbalance to exist. I like having different roles to play for every class, character, archetype, or weapon in any kind of game. There should be standouts. But what I’d like to see is a mental shift for folks who don’t really think about this stuff: try something that isn’t the most popular or the best. It might give you an appreciation for the game in a way you never really considered.

For me, it’s given me an appreciation for learning the ins and outs of what’s considered “non-meta,” to borrow a familiar analogy. When it comes to D&D, almost any class can be considered niche or suboptimal if you choose to play it that way.

For example, what about playing a rogue—but instead of being an assassin or ranger-style character, you play a more support-oriented rogue? Maybe you’re a rogue who dips into a healer role. You could use smoke bombs to protect allies, lay out traps to establish perimeters, or control enemy movement. Or maybe a Daggerheart campaign you could play a rogue-style character who also dips into alchemy or healing. You become a utility support: capable of DPS when needed, but focused more on crowd control, buffing allies, and battlefield manipulation.

I find that kind of theorycrafting interesting because you’re not a cleric or a traditional main healer. However, if played well, you’re still supporting your party in a meaningful, unconventional way. That style of gameplay has always been infinitely more interesting to me than playing the most efficient class, role, or spec across the board.

And that’s really what I want to drive home here. Instead of always playing the same thing and expecting a predictable outcome, why not try to make your mark in a less conventional campaign or playthrough? Whether it’s a Diablo season, a Baldur's Gate III character build, or even a first-person shooter, I think most people scoff at the idea of “handicapping” themselves. But I don’t see playing a less popular option as a handicap. I see it as an opportunity to inject my own flair and flavor into a character—and leave my own mark in my own way.

I won’t ramble on too long, but that rogue character I laid out sounds like something I’d have a lot of fun playing in a D&D or Daggerheart game. I also think many people, given the right amount of peer pressure (lol), could build a character in the same vein and end up having way more fun than they expected.

Video games—especially competitive ones—are becoming less and less friendly to player expression because of the pressure to perform, win, and avoid losing rank or getting flamed by teammates. Tabletop games, on the other hand, are a perfect opportunity. They’re relatively low-risk environments where you can build and pilot a character tailor-made for you, complete with your own style and flavor, while still being competent and helpful to your party.

If anyone in our Discord or on the site has ideas for builds along these same lines, let us know. What about a wizard that acts like a warrior? How would that work? What compromises would you make, and how would you flavor it?

We’re always thinking about this kind of stuff in the maze. Let us know your thoughts, and we’ll see you soon. Take care.

Stephen B.

Admin / Web Designer for M.o.M DnD and Boo Bros Paranormal Content Communities!

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