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<blockquote data-quote="Agladan" data-source="post: 68215" data-attributes="member: 1734"><p>This discussion is all to the good of future GoD. They will continue to evolve, future DM will see what works and place limits accordingly. In the current game, GoD2, I believe Number 47 had the most powerful character concept. No other characters has shown such strengths anyway, but the game is not over yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>As I made my character, Kanyano, I went through and discarded maybe 15-20 character concepts. Some very powerful but not so much fun in a game like this. One super-munchkin idea was to make a character able to cast Shapechange from a scroll and then take the form of the Tarrasque... but I figured that if I made a character able to cast 9th lvl spells I might as well cast Wish and wish that I would win the game (heh - I even asked Macbrea if he would allow such a wish, and was pleased when he unsurprisingly said no). Anyway, I have always liked to play fleet-footed fighters with a trick or two up their sleeves, so thats what I made.</p><p></p><p>I am all for limiting the resources to what characters of the same lvl can create in future games, but this is really up to that DM. Other suggestions might be: No Wieldskill spells (too cheap road to high skill lvl), no Greater Spell focus (a DC of about 26 is hard enough on 10th lvl when save bonuses max out about +15, and spell saves often have win or loose effects), no open knowledge of which spells are in effect (making spellcraft a useful skill) or perhaps a delay of 10 rounds until hidden details are made public... so that part of the entertainment doesn't get lost.</p><p></p><p>The trouble with hidden facts for the DM (apart from the huge workload) is remembering to give all the information the character ought to have to that player, while still remembering the rest of the effects. An open format is simpler indeed.</p><p></p><p>I have better stop rambling, I think I may have lost the thread of the topic somewhere...</p><p></p><p>Agladan - pleased to be your opponent <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Agladan, post: 68215, member: 1734"] This discussion is all to the good of future GoD. They will continue to evolve, future DM will see what works and place limits accordingly. In the current game, GoD2, I believe Number 47 had the most powerful character concept. No other characters has shown such strengths anyway, but the game is not over yet ;). As I made my character, Kanyano, I went through and discarded maybe 15-20 character concepts. Some very powerful but not so much fun in a game like this. One super-munchkin idea was to make a character able to cast Shapechange from a scroll and then take the form of the Tarrasque... but I figured that if I made a character able to cast 9th lvl spells I might as well cast Wish and wish that I would win the game (heh - I even asked Macbrea if he would allow such a wish, and was pleased when he unsurprisingly said no). Anyway, I have always liked to play fleet-footed fighters with a trick or two up their sleeves, so thats what I made. I am all for limiting the resources to what characters of the same lvl can create in future games, but this is really up to that DM. Other suggestions might be: No Wieldskill spells (too cheap road to high skill lvl), no Greater Spell focus (a DC of about 26 is hard enough on 10th lvl when save bonuses max out about +15, and spell saves often have win or loose effects), no open knowledge of which spells are in effect (making spellcraft a useful skill) or perhaps a delay of 10 rounds until hidden details are made public... so that part of the entertainment doesn't get lost. The trouble with hidden facts for the DM (apart from the huge workload) is remembering to give all the information the character ought to have to that player, while still remembering the rest of the effects. An open format is simpler indeed. I have better stop rambling, I think I may have lost the thread of the topic somewhere... Agladan - pleased to be your opponent ;) [/QUOTE]
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