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<blockquote data-quote="Shayuri" data-source="post: 7107490" data-attributes="member: 4936"><p>I'll pitch in here and add that I didn't make a character for this game the way I usually do. </p><p></p><p>Normally I take a look at what's not already being done by other players and use that to get a general shape of a 'missing niche.' Then I'll use that to get the general shape of a character that would fill that niche. Then I feel around races and classes and see if there's something that catches my attention right away for what I want to play...and then I build up a background that explains those choices.</p><p></p><p>Nia started out with that...but I got the idea for her background very early, and it fed back in and influenced my decisions about classes in unusual directions. Being a ranger/druid multiclass is an odd choice, mechanically. It's not a -bad- choice, exactly...but it does water down the raw power of both classes quite a bit. Rangers and druids have compelling reasons not to multiclass. But it was right for Nia. I wanted her to have powerful magic, but I also wanted her to be a capable hunter of monsters and have the breadth of knowledge that the ranger class has to offer.</p><p></p><p>Since then, I've had occasional cause to question my decision...but I've never regretted it. </p><p></p><p>I relate this to maybe reassure you that there's nothing wrong with not starting with the story. I often don't. Stories can be emergent, flowing from the mechanical choices of a character. Alternatively, sometimes the mechanics are emergent from the story. Neither approach is innately superior, in my experience. It's all a question of what snags on that little hook in my head and gets fished out of the primordial goo I call inspiration first. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shayuri, post: 7107490, member: 4936"] I'll pitch in here and add that I didn't make a character for this game the way I usually do. Normally I take a look at what's not already being done by other players and use that to get a general shape of a 'missing niche.' Then I'll use that to get the general shape of a character that would fill that niche. Then I feel around races and classes and see if there's something that catches my attention right away for what I want to play...and then I build up a background that explains those choices. Nia started out with that...but I got the idea for her background very early, and it fed back in and influenced my decisions about classes in unusual directions. Being a ranger/druid multiclass is an odd choice, mechanically. It's not a -bad- choice, exactly...but it does water down the raw power of both classes quite a bit. Rangers and druids have compelling reasons not to multiclass. But it was right for Nia. I wanted her to have powerful magic, but I also wanted her to be a capable hunter of monsters and have the breadth of knowledge that the ranger class has to offer. Since then, I've had occasional cause to question my decision...but I've never regretted it. I relate this to maybe reassure you that there's nothing wrong with not starting with the story. I often don't. Stories can be emergent, flowing from the mechanical choices of a character. Alternatively, sometimes the mechanics are emergent from the story. Neither approach is innately superior, in my experience. It's all a question of what snags on that little hook in my head and gets fished out of the primordial goo I call inspiration first. :) [/QUOTE]
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