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General Tabletop Discussion
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Class choices that didn't sync well with the campaign.
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<blockquote data-quote="DEFCON 1" data-source="post: 8093622" data-attributes="member: 7006"><p>I did not mean the specific challenges you will face... but rather that "Hey, the DM is running Descent Into Avernus, so once my character is created for the intention of playing that adventure path, I should then make a mechanical choice to add to it that would also work for that path so I don't find myself up the creek without a paddle."</p><p></p><p>The point being... if you focus on the narrative and roleplaying aspects of a character, you can layer on <em>any number</em> of game mechanics (classes, subclasses, feats etc.) to bring the character to life. Thus allowing you to make sure that you end up choosing would also be useful from the mechanics point of view. </p><p></p><p>So you don't go into the game wanting to make a "pyromaniac sorcerer"... you go into the game deciding to play a young man born to a noble family in Baldur's Gate with a touch of magic about him that he came upon accidentally. Then once your DM says "By the way, we're playing Baldur's Gate DiA"... you <em>then</em> decide that while a dragon sorcerer would be cool, perhaps playing a red dragon sorcerer might not be the best idea and maybe go green or white instead. Or if dragon sorcerer entirely is a bad idea... then layer on top of your character a different sorcerer subclass or perhaps even a warlock or a paladin or even a fighter with the Magical Adept feat. There are so many mechanics you can use to enhance your character concept, so don't pigeonhole yourself at the very beginning.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8093622, member: 7006"] I did not mean the specific challenges you will face... but rather that "Hey, the DM is running Descent Into Avernus, so once my character is created for the intention of playing that adventure path, I should then make a mechanical choice to add to it that would also work for that path so I don't find myself up the creek without a paddle." The point being... if you focus on the narrative and roleplaying aspects of a character, you can layer on [I]any number[/I] of game mechanics (classes, subclasses, feats etc.) to bring the character to life. Thus allowing you to make sure that you end up choosing would also be useful from the mechanics point of view. So you don't go into the game wanting to make a "pyromaniac sorcerer"... you go into the game deciding to play a young man born to a noble family in Baldur's Gate with a touch of magic about him that he came upon accidentally. Then once your DM says "By the way, we're playing Baldur's Gate DiA"... you [I]then[/I] decide that while a dragon sorcerer would be cool, perhaps playing a red dragon sorcerer might not be the best idea and maybe go green or white instead. Or if dragon sorcerer entirely is a bad idea... then layer on top of your character a different sorcerer subclass or perhaps even a warlock or a paladin or even a fighter with the Magical Adept feat. There are so many mechanics you can use to enhance your character concept, so don't pigeonhole yourself at the very beginning. [/QUOTE]
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Class choices that didn't sync well with the campaign.
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