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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="Inconsequenti-AL" data-source="post: 1698916" data-attributes="member: 6584"><p>I'd agree somewhat, but don't think it's necessarily a bad thing...</p><p></p><p>I've seen a lot of people start with characters that were little more than what you say, hopefully with an obvious and easily accesible roleplaying hook or two bolted on for good measure. </p><p></p><p>IME, they tend to grow into 'real' characters as a game progresses. Nothing like having history and experience with the character to get some roleplaying going?</p><p></p><p>I find that process is often helped along considerably if the character is one they like and find memorable. For some this means they should be effective, but just as often it's the messes and mistakes that make for a memorable character? </p><p></p><p>Still, depending on the game and the group it can be hard to get attatched to a complete dead weight*?</p><p></p><p>And by that I don't mean slightly suboptimal, but completely useless. </p><p></p><p>To sum it up, I think having the right numbers in vaguely useful places can enhance the whole roleplaying process?</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1698916, member: 6584"] I'd agree somewhat, but don't think it's necessarily a bad thing... I've seen a lot of people start with characters that were little more than what you say, hopefully with an obvious and easily accesible roleplaying hook or two bolted on for good measure. IME, they tend to grow into 'real' characters as a game progresses. Nothing like having history and experience with the character to get some roleplaying going? I find that process is often helped along considerably if the character is one they like and find memorable. For some this means they should be effective, but just as often it's the messes and mistakes that make for a memorable character? Still, depending on the game and the group it can be hard to get attatched to a complete dead weight*? And by that I don't mean slightly suboptimal, but completely useless. To sum it up, I think having the right numbers in vaguely useful places can enhance the whole roleplaying process? [/QUOTE]
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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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