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<blockquote data-quote="EzekielRaiden" data-source="post: 8500889" data-attributes="member: 6790260"><p>Overall I'm somewhere between 2 and 3. That is, I do tend to plan pretty well, but if a game runs on a long time there's usually <em>something</em> I couldn't have planned for in advance that I should adapt around.</p><p></p><p>Partly...it just helps that a lot of character planning is simply "filter out all the actually BAD (or at least generically undesirable) options until only decent ones remain." At least, in the games I prefer to play. 3rd edition and PF lean incredibly hard into character building where you <em>need</em> to plan 6 levels ahead just to not gimp yourself, and I don''t tend to like that very much, because it feels incredibly confining and frustrating.</p><p></p><p>For games I <em>do</em> like to play--13th Age and 4e being prominent examples--I can usually just pick options that are generically wise or are reasonably strong given some particular aesthetic I'm looking for. The Mithral Arm or Champion of Order paragon paths, for example, are both solid options that can be fitted to almost any character-history a Paladin would reasonably have. That's one of the reasons why I put so much emphasis on "I'd really like to play a Dragonborn if possible," since if I have at least a handful of basic characteristics for the character, I can plan pretty well <em>without</em> ever really painting myself into a corner. It would be difficult for the kind of person I am to play the kind of character I'm pursuing in such a way that the plan I have would become illogical or inappropriate--and if it does, then I'm almost certainly going for some <em>new</em> plan, which is totally cool.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8500889, member: 6790260"] Overall I'm somewhere between 2 and 3. That is, I do tend to plan pretty well, but if a game runs on a long time there's usually [I]something[/I] I couldn't have planned for in advance that I should adapt around. Partly...it just helps that a lot of character planning is simply "filter out all the actually BAD (or at least generically undesirable) options until only decent ones remain." At least, in the games I prefer to play. 3rd edition and PF lean incredibly hard into character building where you [I]need[/I] to plan 6 levels ahead just to not gimp yourself, and I don''t tend to like that very much, because it feels incredibly confining and frustrating. For games I [I]do[/I] like to play--13th Age and 4e being prominent examples--I can usually just pick options that are generically wise or are reasonably strong given some particular aesthetic I'm looking for. The Mithral Arm or Champion of Order paragon paths, for example, are both solid options that can be fitted to almost any character-history a Paladin would reasonably have. That's one of the reasons why I put so much emphasis on "I'd really like to play a Dragonborn if possible," since if I have at least a handful of basic characteristics for the character, I can plan pretty well [I]without[/I] ever really painting myself into a corner. It would be difficult for the kind of person I am to play the kind of character I'm pursuing in such a way that the plan I have would become illogical or inappropriate--and if it does, then I'm almost certainly going for some [I]new[/I] plan, which is totally cool. [/QUOTE]
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