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Long thoughts about how character build choices led very different role-played portrayals of Tuzo and Clank in the last campaign. Tuzo was built on optimal melee features at the expense of soft skills or options that tie into less cut-and-dried aspects of the game. It's not a stunning new observation that a huge chunk of 5th Edition D+D consists of exhaustive coverage of resolving combat. What was a new thought today is that optimizing Tuzo for melee was a trade-off at the expense of interaction with gray areas of the rules. Ergo, not much room for interpretive creativity in play; it was more an exercise in adapting to tactical conditions to use every possible attack roll and damage rider die. Having Int and Chr as dump stats also put roleplaying Tuzo at odds with brainstorming and social encounters.
Not that outcomes hinge on social encounters in the vast majority of published adventures anyway.
By contrast, Clank had the novelty of being Warforged, which no one in our group had ever seen role-played before and therefore was an easy hook with the robot monotone voice-acting. But more subtly, Clank's Artificer features encouraged outside-the-box brainstorming. Also, as a support/buff caster, I had to engage more attentively to other players' character build features and field decisions to ensure they actually used their Bless bonuses or to use Clank's Reaction features to twiddle rolls on other players' turns.