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Does anyone do non-overpowered anymore?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 2949716" data-attributes="member: 710"><p>Well, it is also a question of game balance. If you don't care about that (and still know how to throw challenging, but not always deadly encounters), you could have all players play Commoners, Adepts, Experts and Warriors before (if ever) they get access to the "core" classes. </p><p></p><p>But I think that isn't such a clever idea. The core classes aren't only about power, they are also about advancement, about new tricks. It is fun to see a character grow in abilities, to explore new options and abilities. It doesn't require that these abilities are powerful. But they must still provide fun. </p><p>(In this case, I think the Adept works fine in thisarea, since he gains new spells every few levels. But Commoner, Expert and Warrior only advance what they can do and offer little flexibility or extendibility)</p><p></p><p>Before fiddling around with the classes, you should probably play around with your point-buy values (or dice roll method) - this can easily make high or lower power characters without taking away the fun of exploring new character options. Our group nearly always uses 25-point buy...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 2949716, member: 710"] Well, it is also a question of game balance. If you don't care about that (and still know how to throw challenging, but not always deadly encounters), you could have all players play Commoners, Adepts, Experts and Warriors before (if ever) they get access to the "core" classes. But I think that isn't such a clever idea. The core classes aren't only about power, they are also about advancement, about new tricks. It is fun to see a character grow in abilities, to explore new options and abilities. It doesn't require that these abilities are powerful. But they must still provide fun. (In this case, I think the Adept works fine in thisarea, since he gains new spells every few levels. But Commoner, Expert and Warrior only advance what they can do and offer little flexibility or extendibility) Before fiddling around with the classes, you should probably play around with your point-buy values (or dice roll method) - this can easily make high or lower power characters without taking away the fun of exploring new character options. Our group nearly always uses 25-point buy... [/QUOTE]
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Does anyone do non-overpowered anymore?
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