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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="Wombat" data-source="post: 1699293" data-attributes="member: 8447"><p>I've always been willing to work with my players to help create the characters they want to play, rather than the characters the rules present them with.</p><p></p><p>A classic example in our games has been the Rogue. The first two people who wanted to play Rogues under the 3.0 rules were ruffled by the notion that every Rogue is necessarily an assassin at heart, as all of them build up in Sneak Attack. After a discussion, we removed the automatica Sneak Attack, made it into a stackable Feat (+1d6 each time), and made it but one of several options -- now at every rank where a Rogue would normally pick up Sneak Attack, there is instead "Bonus Feat" and a list of options.</p><p></p><p>If you are willing to alter the rules, the game will come closer to the stories you wish to tell. In the end, as long as you don't go too wonky, the rules are easier to change than the campaign. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 1699293, member: 8447"] I've always been willing to work with my players to help create the characters they want to play, rather than the characters the rules present them with. A classic example in our games has been the Rogue. The first two people who wanted to play Rogues under the 3.0 rules were ruffled by the notion that every Rogue is necessarily an assassin at heart, as all of them build up in Sneak Attack. After a discussion, we removed the automatica Sneak Attack, made it into a stackable Feat (+1d6 each time), and made it but one of several options -- now at every rank where a Rogue would normally pick up Sneak Attack, there is instead "Bonus Feat" and a list of options. If you are willing to alter the rules, the game will come closer to the stories you wish to tell. In the end, as long as you don't go too wonky, the rules are easier to change than the campaign. ;) [/QUOTE]
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Are the core base classes enough to build what you want to play?
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