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How long are you willing to wait for a build to "turn on?"
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<blockquote data-quote="NaturalZero" data-source="post: 8642104" data-attributes="member: 55705"><p>They make as much sense as the base classes and options that are already there though. You have a 1st level wizard that can shoot magic all day, the guy with ancient dragon blood, an aasimar who is descended from God, and a guy who's made a pact with Satan. But the Arcane Trickster using mage hand at level 1 doesn't make sense? The 1st level Barbarian doesn't worship a totem?</p><p></p><p></p><p>I'd definitely like more customization points. I think one option would be to retool feats to be mini subclasses and give them out for free at certain points.</p><p></p><p>Reading this thread has made me realize that 4e was pretty much the best DnD at organic growth because of the freedom to pick paragon paths and epic destinies, often times regardless of class or stringent prereqs. 3e was really, really, really, bad at organic growth because you had to micro-plan your build for it to come out correctly and 5e has most people locking in decision points early on, with less feat points than either 3e or 4e. </p><p></p><p></p><p>The thing is that no one decided that the average game was level 1-10, that's just roughly how 5e turned out after the community played it for 8 years. If I could wave a magic wand, I'd love to change things so that every game averaged levels 3-20 but I don't see that being adopted as the average campaign.</p></blockquote><p></p>
[QUOTE="NaturalZero, post: 8642104, member: 55705"] They make as much sense as the base classes and options that are already there though. You have a 1st level wizard that can shoot magic all day, the guy with ancient dragon blood, an aasimar who is descended from God, and a guy who's made a pact with Satan. But the Arcane Trickster using mage hand at level 1 doesn't make sense? The 1st level Barbarian doesn't worship a totem? I'd definitely like more customization points. I think one option would be to retool feats to be mini subclasses and give them out for free at certain points. Reading this thread has made me realize that 4e was pretty much the best DnD at organic growth because of the freedom to pick paragon paths and epic destinies, often times regardless of class or stringent prereqs. 3e was really, really, really, bad at organic growth because you had to micro-plan your build for it to come out correctly and 5e has most people locking in decision points early on, with less feat points than either 3e or 4e. The thing is that no one decided that the average game was level 1-10, that's just roughly how 5e turned out after the community played it for 8 years. If I could wave a magic wand, I'd love to change things so that every game averaged levels 3-20 but I don't see that being adopted as the average campaign. [/QUOTE]
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