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Do you have any class? The class discussion thread (Paladins and Warlocks and Clerics, OH MY!!
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<blockquote data-quote="Kurotowa" data-source="post: 7820240" data-attributes="member: 27957"><p>That's my experience as well. A freeform character creation system is great if you know who you want your character to be and what you want them to do and have enough system mastery to realize those things. Lack any of them and you quickly find yourself in white space with no guides at all for how to avoid bad choices for whatever your priority is, be it mechanical effectiveness or narrative fidelity to a concept.</p><p></p><p>One thing a class is, is a set of safety rails. They make it harder to build a character who is too far above or below the intended power curve. Another thing a class is, is a mechanical framework. It gives you a set package of abilities meant to fulfill a particular theme and designed to work in synergy with each other. On top of that framework skeleton you add the flesh and skin of lore and flavor. Some options for those will be provided, but they're always a suggestion and not a complete or exclusive list. Variations are possible, especially when you start twisting the more fine detail knobs like Backgrounds and Feats to dial it in exactly.</p><p></p><p>Some people have the clarity of imagination to handle a freeform system. Others like the clear and simple choices of a class system like D&D 5e. In between you can find those who like their class skeletons more bare bones, with lots of modular pieces to swap in and out so they can custom fit it to exactly their purpose. Something like Pathfinder 2e is meant to appeal to that group.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 7820240, member: 27957"] That's my experience as well. A freeform character creation system is great if you know who you want your character to be and what you want them to do and have enough system mastery to realize those things. Lack any of them and you quickly find yourself in white space with no guides at all for how to avoid bad choices for whatever your priority is, be it mechanical effectiveness or narrative fidelity to a concept. One thing a class is, is a set of safety rails. They make it harder to build a character who is too far above or below the intended power curve. Another thing a class is, is a mechanical framework. It gives you a set package of abilities meant to fulfill a particular theme and designed to work in synergy with each other. On top of that framework skeleton you add the flesh and skin of lore and flavor. Some options for those will be provided, but they're always a suggestion and not a complete or exclusive list. Variations are possible, especially when you start twisting the more fine detail knobs like Backgrounds and Feats to dial it in exactly. Some people have the clarity of imagination to handle a freeform system. Others like the clear and simple choices of a class system like D&D 5e. In between you can find those who like their class skeletons more bare bones, with lots of modular pieces to swap in and out so they can custom fit it to exactly their purpose. Something like Pathfinder 2e is meant to appeal to that group. [/QUOTE]
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Do you have any class? The class discussion thread (Paladins and Warlocks and Clerics, OH MY!!
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