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General Tabletop Discussion
Character Builds & Optimization
Deciding on a character for AL.
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<blockquote data-quote="Kithas" data-source="post: 6793751" data-attributes="member: 97587"><p>I agree that in general during early levels (<5) the dip should be 1 level at maximum even by 9 it should only be 2-3 while by 11(what I consider the 1/2 point) you can easily do a 7/4 and not miss too much. After that you have most of your "core" features, go for whatever you want.</p><p></p><p>I think the issue usually is one of two things; Multiclassing too hard too early, or merely a perceived weakness because the other characters are getting extra attack(for example) and you aren't.</p><p></p><p>The first really comes down to making the dips small in the early game, fulfilling them more as the game progresses. Yeah it hurts that my ranged character isn't going to get extra attack until level 10, i've learned from that though.</p><p></p><p>The second is more of a mental thing, you need to remind yourself why you made the decisions you did and have fun with what you've made. That same character, currently a 1fighter/4rogue/2ranger, still outdamages any of the other single class characters and thanks to crossbow expert can easily keep up in # of attacks, I hadn't planned on going 4 in rogue but I found that 30' was a little too close and I needed the range boost from sharpshooter(honestly not that interested in the -5 :/ ). That said though it does kinda hurt when I see the other rogue have 4d6 sneak attacks, and the fighter/monk with extra attack and flurry, but I just need to remember that what I do have is powerful and effective. He is also one of the most fun characters to rp and use I've had, never played a sneak-thief before but it's fun.</p><p></p><p>Tl;Dr Be careful with your early game dips, but remember that the grass is always greener on the other side and try not to have mcers remorse.</p></blockquote><p></p>
[QUOTE="Kithas, post: 6793751, member: 97587"] I agree that in general during early levels (<5) the dip should be 1 level at maximum even by 9 it should only be 2-3 while by 11(what I consider the 1/2 point) you can easily do a 7/4 and not miss too much. After that you have most of your "core" features, go for whatever you want. I think the issue usually is one of two things; Multiclassing too hard too early, or merely a perceived weakness because the other characters are getting extra attack(for example) and you aren't. The first really comes down to making the dips small in the early game, fulfilling them more as the game progresses. Yeah it hurts that my ranged character isn't going to get extra attack until level 10, i've learned from that though. The second is more of a mental thing, you need to remind yourself why you made the decisions you did and have fun with what you've made. That same character, currently a 1fighter/4rogue/2ranger, still outdamages any of the other single class characters and thanks to crossbow expert can easily keep up in # of attacks, I hadn't planned on going 4 in rogue but I found that 30' was a little too close and I needed the range boost from sharpshooter(honestly not that interested in the -5 :/ ). That said though it does kinda hurt when I see the other rogue have 4d6 sneak attacks, and the fighter/monk with extra attack and flurry, but I just need to remember that what I do have is powerful and effective. He is also one of the most fun characters to rp and use I've had, never played a sneak-thief before but it's fun. Tl;Dr Be careful with your early game dips, but remember that the grass is always greener on the other side and try not to have mcers remorse. [/QUOTE]
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