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<blockquote data-quote="Lanefan" data-source="post: 8500873" data-attributes="member: 29398"><p>If-when in a game where there's any degree of choice to be made at level-up I'll have a vague idea and that's it, with everything malleable to changes or better ideas that have occurred/arisen during play.</p><p></p><p>Much of the reason I don't plan far ahead is that I don't even know if my character is going to survive long enough for it to matter, thus my attitude ends up as "I'll blow up those bridges when I get to them".</p><p></p><p>That said, I far prefer systems where for the most part your choice of class (and in a few cases, species) at char-gen pretty much sets up what you're gonna get as you advance as it's mostly or all baked in. That way I only really have to make one choice, once, and the rest of it all takes care of itself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8500873, member: 29398"] If-when in a game where there's any degree of choice to be made at level-up I'll have a vague idea and that's it, with everything malleable to changes or better ideas that have occurred/arisen during play. Much of the reason I don't plan far ahead is that I don't even know if my character is going to survive long enough for it to matter, thus my attitude ends up as "I'll blow up those bridges when I get to them". That said, I far prefer systems where for the most part your choice of class (and in a few cases, species) at char-gen pretty much sets up what you're gonna get as you advance as it's mostly or all baked in. That way I only really have to make one choice, once, and the rest of it all takes care of itself. :) [/QUOTE]
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