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Building a Hot Rod: What I miss most in D&D Next
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<blockquote data-quote="kerleth" data-source="post: 6120786" data-attributes="member: 84383"><p>Hmm, I've had the opposite experience as the OP. As we've gone along I've found that even with this small amount of material I've got room to tweak (varying between packets). The thing is, it was always about creating a unique character concept.</p><p></p><p>A barbarian with the priest background and healing feats who was a tribal shaman?</p><p></p><p>How about a barbarian who has more of a tribal hunter thing going on, emphasizing dexterity, constitution, and exploration skills, and depending on his rage when he gets stuck in melee? Which scores should be where, should he be a masterful sneaker or a trapfinder, or a generalist?</p><p></p><p>A mountain dwarf rogue assassin with a battleaxe?</p><p></p><p>A human with four 14's, two 13's, and as broad a skill base as possible? I still can't do everything, so what do I leave out?</p><p></p><p></p><p>I think that the difference is that there isn't quite as much number crunching. The tweaking is more about how to get a character concept just right. Which direction you want your character to grow in, rather than how to get the best numbers. So far next seems poised to be more customizable and tweakable in my opinion. 4E was, in my opinion only, a huge disappointment here because the class and power structure could have been tweaked to be SUPER customizable. Instead they made each class very customizable(which was awesome), but it was hard to do your own unique thing (I'm looking at you wild elf rogue who's class powers won't work with the bow you are automatically proficient with). 3rd edition had some of the same problems at making a unique concept USEFUL. I predict and hope that Next will actually be a paradise of customizability and tweaking, without requiring a spreadsheet to do so.</p></blockquote><p></p>
[QUOTE="kerleth, post: 6120786, member: 84383"] Hmm, I've had the opposite experience as the OP. As we've gone along I've found that even with this small amount of material I've got room to tweak (varying between packets). The thing is, it was always about creating a unique character concept. A barbarian with the priest background and healing feats who was a tribal shaman? How about a barbarian who has more of a tribal hunter thing going on, emphasizing dexterity, constitution, and exploration skills, and depending on his rage when he gets stuck in melee? Which scores should be where, should he be a masterful sneaker or a trapfinder, or a generalist? A mountain dwarf rogue assassin with a battleaxe? A human with four 14's, two 13's, and as broad a skill base as possible? I still can't do everything, so what do I leave out? I think that the difference is that there isn't quite as much number crunching. The tweaking is more about how to get a character concept just right. Which direction you want your character to grow in, rather than how to get the best numbers. So far next seems poised to be more customizable and tweakable in my opinion. 4E was, in my opinion only, a huge disappointment here because the class and power structure could have been tweaked to be SUPER customizable. Instead they made each class very customizable(which was awesome), but it was hard to do your own unique thing (I'm looking at you wild elf rogue who's class powers won't work with the bow you are automatically proficient with). 3rd edition had some of the same problems at making a unique concept USEFUL. I predict and hope that Next will actually be a paradise of customizability and tweaking, without requiring a spreadsheet to do so. [/QUOTE]
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