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General Tabletop Discussion
*Pathfinder & Starfinder
Class ideas for an Ender of Days in a high powered campaign.
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<blockquote data-quote="Zelda Themelin" data-source="post: 5759073" data-attributes="member: 167"><p>Very interesting ideas. And nice stories. <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><p></p><p>I like using D&D3.x rules to create some really powerful being, fun to play with rules, min-max find "broken" or better combos.</p><p></p><p>When I try to create some greater being rules fail. The feeling isn't quite right, that's hardest thing to combine, fun interesting story and rules that say same thing. </p><p>And when I kinda do it "right" character sheet becomes too complicated and nightmare to use in real game. Problem is that rules don't carry some powers alone but you have to take lot of pre-stuff to get what you actually need.</p><p></p><p>Like said I like playing with rules, but in actual game I use only gestalt chars max one prestige class and max 1-2 templates. Then add something custom rules/powers that makes some things easier to do/use in actual game.</p><p></p><p>In games about concepts and gods as characters I tend to use our simple rules, not D&D rules at all for their main powers what make this characters thick.</p><p></p><p>Sometimes it's really fun to find/create some D&D creation of horrible combos, but it simply takes too much time IME to make same effort to major npc:s. When I end up spending too much time for min-maxing for fun I usually end up re-starting my wow-accout.</p><p></p><p>Unless your dm is uberly much into rules-as-written (but not in spirit of them), I would suggest going to khantroll's route.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5759073, member: 167"] Very interesting ideas. And nice stories. :) I like using D&D3.x rules to create some really powerful being, fun to play with rules, min-max find "broken" or better combos. When I try to create some greater being rules fail. The feeling isn't quite right, that's hardest thing to combine, fun interesting story and rules that say same thing. And when I kinda do it "right" character sheet becomes too complicated and nightmare to use in real game. Problem is that rules don't carry some powers alone but you have to take lot of pre-stuff to get what you actually need. Like said I like playing with rules, but in actual game I use only gestalt chars max one prestige class and max 1-2 templates. Then add something custom rules/powers that makes some things easier to do/use in actual game. In games about concepts and gods as characters I tend to use our simple rules, not D&D rules at all for their main powers what make this characters thick. Sometimes it's really fun to find/create some D&D creation of horrible combos, but it simply takes too much time IME to make same effort to major npc:s. When I end up spending too much time for min-maxing for fun I usually end up re-starting my wow-accout. Unless your dm is uberly much into rules-as-written (but not in spirit of them), I would suggest going to khantroll's route. [/QUOTE]
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Class ideas for an Ender of Days in a high powered campaign.
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