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General Tabletop Discussion
Character Builds & Optimization
Are the core base classes enough to build what you want to play?
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<blockquote data-quote="Acid_crash" data-source="post: 1699237" data-attributes="member: 16278"><p>It's fine and dandy to say that chapter 6 in the DMG says that if the DM allows for players to pick and choose class abilities to make a more unique character that best fits with the concept of what he wants to play, but how many DM's allow players to actually do that? </p><p></p><p>I can only speak from experience, but around here in the five or so games I have been a player in in the last three years, no DM has allowed me to actually do that because they say it's an option, not a required rule, and therefore they won't go for it. I say that's pathetic DMing right off the bat, because it then limits me to the core classes as listed, and some of my ideas require adjusting the classes to best fit my concept.</p><p></p><p>One example of a concept I wanted to play is a explorer, someone who goes around tombs searching for artifacts, has extensive knowledge of monsters and regions (like bardic knowledge but I call it obscure knowledge), does not cast spells, has lots of skills, can evade traps but has no sneak attack, and he can track in the wilderness and has a favored terrain ability. A simple concept that would work, but in the core classes I would end up multiclassing between rogue, bard, and possibly ranger to get all these abilities and also get abilities that I don't want. In effect, it would require a new core class, but because of what I want, I have yet had a DM let me create this exact character because it would require some alterations to the classes. </p><p></p><p>This is what the limitations are in the core 11 classes. Sure, we can create many concepts, and most of them come across in skill selection, feat selection, and class selection, but sometimes we need something different. By using just the core classes, sometimes our best ideas are left out.</p></blockquote><p></p>
[QUOTE="Acid_crash, post: 1699237, member: 16278"] It's fine and dandy to say that chapter 6 in the DMG says that if the DM allows for players to pick and choose class abilities to make a more unique character that best fits with the concept of what he wants to play, but how many DM's allow players to actually do that? I can only speak from experience, but around here in the five or so games I have been a player in in the last three years, no DM has allowed me to actually do that because they say it's an option, not a required rule, and therefore they won't go for it. I say that's pathetic DMing right off the bat, because it then limits me to the core classes as listed, and some of my ideas require adjusting the classes to best fit my concept. One example of a concept I wanted to play is a explorer, someone who goes around tombs searching for artifacts, has extensive knowledge of monsters and regions (like bardic knowledge but I call it obscure knowledge), does not cast spells, has lots of skills, can evade traps but has no sneak attack, and he can track in the wilderness and has a favored terrain ability. A simple concept that would work, but in the core classes I would end up multiclassing between rogue, bard, and possibly ranger to get all these abilities and also get abilities that I don't want. In effect, it would require a new core class, but because of what I want, I have yet had a DM let me create this exact character because it would require some alterations to the classes. This is what the limitations are in the core 11 classes. Sure, we can create many concepts, and most of them come across in skill selection, feat selection, and class selection, but sometimes we need something different. By using just the core classes, sometimes our best ideas are left out. [/QUOTE]
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Are the core base classes enough to build what you want to play?
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