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Community
General Tabletop Discussion
Character Builds & Optimization
How to avoid ridiculous player character builds
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<blockquote data-quote="Umbran" data-source="post: 6155203" data-attributes="member: 177"><p>Having some restriction to what books they can build from is fine. But, "No multiclassing," is probably a non-starter, for me. That limits PC concepts too much.</p><p>I do, however, generally tell players that they cannot assume that any particular Prestige Class will be available. Some may be, but you'll generally have to discover them in-game, not plan to become one before game start.</p><p>Some of my game worlds have magic shops, others don't. However, I tell players they cannot generally expect specific items will be available. You can probably get a magic sword. But a magic sword with exactly the set of special abilities you want? Unlikely. Generally, I advise them to not plan builds assuming that particular items will be available.</p><p></p><p>Also, I do something folks may consider really weird - I actually talk to my players about what they want their characters to be able to do! I discuss character advancement and goals, in a cooperative manner, rather than a controlling one. So, I help steer my players into builds that they'll find cool, but won't be unbalancing for the party.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6155203, member: 177"] Having some restriction to what books they can build from is fine. But, "No multiclassing," is probably a non-starter, for me. That limits PC concepts too much. I do, however, generally tell players that they cannot assume that any particular Prestige Class will be available. Some may be, but you'll generally have to discover them in-game, not plan to become one before game start. Some of my game worlds have magic shops, others don't. However, I tell players they cannot generally expect specific items will be available. You can probably get a magic sword. But a magic sword with exactly the set of special abilities you want? Unlikely. Generally, I advise them to not plan builds assuming that particular items will be available. Also, I do something folks may consider really weird - I actually talk to my players about what they want their characters to be able to do! I discuss character advancement and goals, in a cooperative manner, rather than a controlling one. So, I help steer my players into builds that they'll find cool, but won't be unbalancing for the party. [/QUOTE]
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