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<blockquote data-quote="Sunseeker" data-source="post: 7739994"><p>I dunno, I disagree that this is really a problem.</p><p></p><p>Now, I admit I'm something of an optimizer, but hear me out. Once you give any given character build handbook a read, you've got the information in your head. You've learned what a good options, and what are bad options. Now, for certain classes the list of "good options" is certainly larger by virtue of that class having more support and more general versatility. And maybe a second read is required but honestly...I don't see the problem. All of the initial work doesn't even require looking at the rules.</p><p></p><p>Decide what sort of character you want, up-front fighter types, support types, defender types, etc...</p><p>Generally work out in your head how you want that character to play out, are they fighting with a polearm, sword and board, spells?</p><p>Once you've got all that laid out, you basically have all the "forward thinking" done.</p><p>Now, you go to any given handbook for build advice and look at the best options to make how you want to play, play well. Go with the 2nd or 3rd best option if those are closer to the playstyle you want.</p><p></p><p>In the end, you're looking at 3, maybe 4 options for any area of your character that is an actual <em>choice</em>. (As opposed to a false choice where option A is "do something badly" and option B is "death".) You'll probably have 3, maybe 4 major decision points across your character's "future". This future may certainly change, but while Pathfinder has a bazillion options, only a handful of them are actually worthy of consideration for any given character design. A spellcaster for example is not really going to consider martial combat feats if your goal is to be an awesome spellcaster.</p><p></p><p>The thing about a "build" is that generally speaking it should never be anything more than a rough outline. A hard-fast build is going to suffer under the rigors of actual play. A soft build with 3-4 <em>real</em> choices at any the appropriate moment is going to present you with the playstyle you're looking for, but the flexibility to adjust if your experience does not live up to the expectation.</p><p></p><p>Realistically, everyone knows where they would like to end up in 10 years. They may even have a general idea of how they want to get there. A <em>smart</em> person accounts for bumps in the road and prepares for alternatives. A PC is no exception. They know where they'd like to end up, they have an idea of how to get there, and a clever character plans for the unexpected.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7739994"] I dunno, I disagree that this is really a problem. Now, I admit I'm something of an optimizer, but hear me out. Once you give any given character build handbook a read, you've got the information in your head. You've learned what a good options, and what are bad options. Now, for certain classes the list of "good options" is certainly larger by virtue of that class having more support and more general versatility. And maybe a second read is required but honestly...I don't see the problem. All of the initial work doesn't even require looking at the rules. Decide what sort of character you want, up-front fighter types, support types, defender types, etc... Generally work out in your head how you want that character to play out, are they fighting with a polearm, sword and board, spells? Once you've got all that laid out, you basically have all the "forward thinking" done. Now, you go to any given handbook for build advice and look at the best options to make how you want to play, play well. Go with the 2nd or 3rd best option if those are closer to the playstyle you want. In the end, you're looking at 3, maybe 4 options for any area of your character that is an actual [I]choice[/I]. (As opposed to a false choice where option A is "do something badly" and option B is "death".) You'll probably have 3, maybe 4 major decision points across your character's "future". This future may certainly change, but while Pathfinder has a bazillion options, only a handful of them are actually worthy of consideration for any given character design. A spellcaster for example is not really going to consider martial combat feats if your goal is to be an awesome spellcaster. The thing about a "build" is that generally speaking it should never be anything more than a rough outline. A hard-fast build is going to suffer under the rigors of actual play. A soft build with 3-4 [I]real[/I] choices at any the appropriate moment is going to present you with the playstyle you're looking for, but the flexibility to adjust if your experience does not live up to the expectation. Realistically, everyone knows where they would like to end up in 10 years. They may even have a general idea of how they want to get there. A [I]smart[/I] person accounts for bumps in the road and prepares for alternatives. A PC is no exception. They know where they'd like to end up, they have an idea of how to get there, and a clever character plans for the unexpected. [/QUOTE]
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