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General Tabletop Discussion
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how many classes is too many?
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<blockquote data-quote="Jhaelen" data-source="post: 6164194" data-attributes="member: 46713"><p>Example, please <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>All point-buy systems I've seen so far make min-maxing easier than it is in D&D.</p><p></p><p>And it's not _only_ a player issue:</p><p>Personally, I enjoy creating fairly optimized characters without losing sight of what a character's supposed to represent. But when I find easily abusable combinations while analyzing character-builiding options in a game, I will look for an excuse to use them. I _will_ point them out to my GM, though, to give them fair warning that I consider it 'problematic', as in 'broken'. If she's fine with it, I'll go ahead with it. My reasoning is something like: "Well, If I'm not going to abuse it, someone else will, so better me than them."</p><p></p><p>If the system, however, appears balanced (at least superficially to the degree I'M willing to invest time to investigate), I'll focus on fleshing out the archetype I have in mind, although I'd never create a character I'd consider 'unplayable'.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6164194, member: 46713"] Example, please :) All point-buy systems I've seen so far make min-maxing easier than it is in D&D. And it's not _only_ a player issue: Personally, I enjoy creating fairly optimized characters without losing sight of what a character's supposed to represent. But when I find easily abusable combinations while analyzing character-builiding options in a game, I will look for an excuse to use them. I _will_ point them out to my GM, though, to give them fair warning that I consider it 'problematic', as in 'broken'. If she's fine with it, I'll go ahead with it. My reasoning is something like: "Well, If I'm not going to abuse it, someone else will, so better me than them." If the system, however, appears balanced (at least superficially to the degree I'M willing to invest time to investigate), I'll focus on fleshing out the archetype I have in mind, although I'd never create a character I'd consider 'unplayable'. [/QUOTE]
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how many classes is too many?
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