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General Tabletop Discussion
Character Builds & Optimization
The "Build"
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<blockquote data-quote="Korgoth" data-source="post: 3366701" data-attributes="member: 49613"><p>I guess this thread won't cause any arguments. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>Myself, I don't like the "build" mentality because it defines the character by his powers, feats and skills. Many "builds" are not seen as complete until the character reaches a high level and has both of his regular classes plus his prestige class.</p><p></p><p>I prefer the old way where a character could fit on a note card, your characterization was not tied to any specific list of abilities (which is also a list of limitations... i.e. the list of all of your feats also implies the list of all the things you absolutely cannot do) and the character mostly progressed upon a logical and archetypal path (and if they dual-classed it was a big deal). Similarly, I prefer an entirely handwaved "background as skill bundle" approach to what you know how to do. You simply say "Yes" to what is reasonable and go with it.</p><p></p><p>Though I'm less concerned about "role-playing", which doesn't need to particularly reflect much of what is written down about the character (two statistically identical characters can be extremely different in personality), than I am about the focus of the <em>challenge</em>. IMO, D&D is about challenging the wits of the players. You don't roll your Int to solve a riddle, you don't roll your Diplomacy (the absolute worst corruption of D&D of all time) to talk your way past the guards and you don't roll your Profession: Tactician to decide whether to flank the troglodyte or drink your potion of growth. It's not "DM vs. Players", but it <em>is</em> "Players vs. the Dungeon". Clever players are the ones who should be rewarded, not the Master Deckbuilder turned Prestige Class PunPun Master.</p><p></p><p>That's me talking about my understanding of the game, its original and core object-of-play and my personal refined aesthetic.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 3366701, member: 49613"] I guess this thread won't cause any arguments. ;) Myself, I don't like the "build" mentality because it defines the character by his powers, feats and skills. Many "builds" are not seen as complete until the character reaches a high level and has both of his regular classes plus his prestige class. I prefer the old way where a character could fit on a note card, your characterization was not tied to any specific list of abilities (which is also a list of limitations... i.e. the list of all of your feats also implies the list of all the things you absolutely cannot do) and the character mostly progressed upon a logical and archetypal path (and if they dual-classed it was a big deal). Similarly, I prefer an entirely handwaved "background as skill bundle" approach to what you know how to do. You simply say "Yes" to what is reasonable and go with it. Though I'm less concerned about "role-playing", which doesn't need to particularly reflect much of what is written down about the character (two statistically identical characters can be extremely different in personality), than I am about the focus of the [i]challenge[/i]. IMO, D&D is about challenging the wits of the players. You don't roll your Int to solve a riddle, you don't roll your Diplomacy (the absolute worst corruption of D&D of all time) to talk your way past the guards and you don't roll your Profession: Tactician to decide whether to flank the troglodyte or drink your potion of growth. It's not "DM vs. Players", but it [i]is[/i] "Players vs. the Dungeon". Clever players are the ones who should be rewarded, not the Master Deckbuilder turned Prestige Class PunPun Master. That's me talking about my understanding of the game, its original and core object-of-play and my personal refined aesthetic. [/QUOTE]
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