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<blockquote data-quote="Gibili" data-source="post: 7751610" data-attributes="member: 6682820"><p>Yes, my question wasn't about creating a viable character, which I would expect every player to do, its about whether it is pushing the boundaries too much to create a character that is super-optimsed to the rules. I totally agree that if you want to play a detective, as per your example, than there are certain skills you'll need to take, and certain attributes you will want to boost at the expense of others. My question was whether a player works the rules, i.e. studies how to combine this factor with that factor and how X stacks with Y, and how if I multi-class one level as a passivist doctor then it makes my blood thirsty space fighter pilot better because of this rule or lack of rule etc.</p><p></p><p></p><p>Yes, totally with you, that is exactly it in my mind. Viable build versus perfect build as you describe above. By all means come up with a combination of stats that allows you to create a viable character of the sort you want but don't play the system as it were in terms of builds. The caveat on that of course is unless that's the way the group want it, in which case go for it!</p><p>Where we've played systems like D&D 2e where you roll dice to get a pool of values to create your stats from, I've certainly let players re-roll because the dice values combined with the rules means that the player can't create the character they want, or if the pool of values is so poor that actually it wouldn't be much fun, especially compared to other players' characters. Flaws can be great fun to play with in a character but a totally hamstrung character is not.</p></blockquote><p></p>
[QUOTE="Gibili, post: 7751610, member: 6682820"] Yes, my question wasn't about creating a viable character, which I would expect every player to do, its about whether it is pushing the boundaries too much to create a character that is super-optimsed to the rules. I totally agree that if you want to play a detective, as per your example, than there are certain skills you'll need to take, and certain attributes you will want to boost at the expense of others. My question was whether a player works the rules, i.e. studies how to combine this factor with that factor and how X stacks with Y, and how if I multi-class one level as a passivist doctor then it makes my blood thirsty space fighter pilot better because of this rule or lack of rule etc. Yes, totally with you, that is exactly it in my mind. Viable build versus perfect build as you describe above. By all means come up with a combination of stats that allows you to create a viable character of the sort you want but don't play the system as it were in terms of builds. The caveat on that of course is unless that's the way the group want it, in which case go for it! Where we've played systems like D&D 2e where you roll dice to get a pool of values to create your stats from, I've certainly let players re-roll because the dice values combined with the rules means that the player can't create the character they want, or if the pool of values is so poor that actually it wouldn't be much fun, especially compared to other players' characters. Flaws can be great fun to play with in a character but a totally hamstrung character is not. [/QUOTE]
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