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*Pathfinder & Starfinder
Blog: Background and Themes a closer look.
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<blockquote data-quote="I'm A Banana" data-source="post: 5886352" data-attributes="member: 2067"><p>I'm a little...leery...of "advanced themes." I think at least they need a new name. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Something like "Specialization" seems to make sense.</p><p></p><p>I like the idea that specialization is kind of built into the advancement. But specialization has a bit of a bang-on effect on the game that's not always good. Forex, if your fighter becomes an axe specialist, and then your DM gives out a magic polearm, you're a bit boned. Similarly, if you become a necromancer, and your DM makes necromancy taboo in the game, it might be hard for you to do.</p><p></p><p>Delaying this specialization to later levels helps abrogate some of these problems -- if you have five levels of basic abilities to fall back on, being without a magic axe is less of a big deal. If you spend a few months in the campaign, then you're prepared to be shunned if you become a necromancer. </p><p></p><p>So it's just a bit of a point of caution. The core of the idea -- that you're not locked into your theme from level 1 -- makes good sense.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5886352, member: 2067"] I'm a little...leery...of "advanced themes." I think at least they need a new name. ;) Something like "Specialization" seems to make sense. I like the idea that specialization is kind of built into the advancement. But specialization has a bit of a bang-on effect on the game that's not always good. Forex, if your fighter becomes an axe specialist, and then your DM gives out a magic polearm, you're a bit boned. Similarly, if you become a necromancer, and your DM makes necromancy taboo in the game, it might be hard for you to do. Delaying this specialization to later levels helps abrogate some of these problems -- if you have five levels of basic abilities to fall back on, being without a magic axe is less of a big deal. If you spend a few months in the campaign, then you're prepared to be shunned if you become a necromancer. So it's just a bit of a point of caution. The core of the idea -- that you're not locked into your theme from level 1 -- makes good sense. [/QUOTE]
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