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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="Belen" data-source="post: 1698946" data-attributes="member: 1405"><p>He should not be only a fighter. He should multiclass as a rogue in order to balance out the choice, thus getting more skills, sneak, evasion, and uncanny dodge.</p><p></p><p>The point is moot because I have rarely seen anyone choose less than optimal combos. </p><p></p><p>You do not need to add bells and whistles to justifies someone's choice. As the GM, you can design encounters that make use of everyone's strengths. Characters can have weaknesses. 3e philosophy may say that all weakness is bad and all restrictions are bad, but it is how someone overcomes those problems that make the game. </p><p></p><p>So let's switch this around. What if a fighter chose to have a good charisma at the cost of a slightly smaller con score? Are we supposed to give them something to balance that too?</p></blockquote><p></p>
[QUOTE="Belen, post: 1698946, member: 1405"] He should not be only a fighter. He should multiclass as a rogue in order to balance out the choice, thus getting more skills, sneak, evasion, and uncanny dodge. The point is moot because I have rarely seen anyone choose less than optimal combos. You do not need to add bells and whistles to justifies someone's choice. As the GM, you can design encounters that make use of everyone's strengths. Characters can have weaknesses. 3e philosophy may say that all weakness is bad and all restrictions are bad, but it is how someone overcomes those problems that make the game. So let's switch this around. What if a fighter chose to have a good charisma at the cost of a slightly smaller con score? Are we supposed to give them something to balance that too? [/QUOTE]
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Are the core base classes enough to build what you want to play?
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