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Yup. That's how I'm interpreting the question, anyway.Nifft said:I'm unsure which direction they'll eventually take. Does merely knowing all of one's options count as planned?
Yup. That's how I'm interpreting the question, anyway.Nifft said:I'm unsure which direction they'll eventually take. Does merely knowing all of one's options count as planned?
Sometimes, depending on what they want to "trade out". If they want to "trade out" a feat they've used prominantly in the campaign so far, I'd encourage them to keep it.shilsen said:.... As long as the new choice fits the general character concept, I don't mind, and it stops players from having to worry about dotting all their "i"s and crossing their "t"s in a fixed order to get to something. Everybody wins.
Anyone else do that?
Calithena said:I didn't vote, but the fact that this kind of advance planning is rewarded by the system is one of the things that put me off 3e for a while. I like my characters to grow organically in play, but if that's going to be punished by decreased effectiveness in crunch time, then there's a strong incentive for me to map out every feat etc. I'm going to take from first level.
I would be happier if that incentive were removed somehow. One way to cut down on it at least is to stick to core and perhaps gameworld-specific, race/culture restricted feats.
That sounds a little extreme, might as well retire the old character and make a new one at that point rather than smash suspension of disbelief into tiny pieces.Beckett said:I've allowed near-total rebuilds and handwaved it in game (No, Rex couldn't possibly have thrown fireballs last week- he's been a fighter as long as you can remember).
Kae'Yoss said:First of all: Welcome to ENWorld!
ThanksOdhanan said:Welcome!
This is even more important when dealing with players who are less familiar with the game.blargney the second said:It's really nice to be able to try something out, say "No, that's not quite what I was looking for," and later sub it out for something else that interests you more. It lets you adapt your character to the world they're in and the plots that surround them.
DragonLancer said:It comes from a personal bugbear of mine from a time when I had a serious powergamer in my group. He would create a character and stat him out for an entire 20th level progression before play even began. He would stick to that regardless of what twists and turns occured during the game, and it seriously irked me.
Strange, for me it's an owlbear 0_oOryan77 said:Nothing wrong with that; I just wish he gave more thought into making his PC a part of the campaign world instead of just waiting to roll dice and levelling up.
Indeed...shilsen said:Something I'm seeing in a lot of the "I plan ahead" answers is the comment that without planning ahead one can't get into PrCs or pick up feats higher on a feat tree.
To be honest, I've never been able to let my characters grow 'organically' in class/level based games either.questing gm said:Ever since then, i haven't been able to revert back to organically growing characters (much less developing them) level by level but i voted 'Often' to avoid myself from sounding that it was something i enjoyed doing.![]()
You know, I have the same problem. I kept comming up with cool concepts for Shadowrun, but the rules were so involved that that was all I could think about. Same with Masterbook. My own native rule tweakery instincts just bubbled up from the void, and it usually ended up dissolving the character concept entirely.Piratecat said:The one time I did, I found that I was having a lot less fun; I found that I became fixated on mechanics ("what was I gonna get next?") instead of roleplaying. That wasn't as enjoyable for me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.