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How much do your trust the advice of others?
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<blockquote data-quote="Sleepy Walker" data-source="post: 7371449" data-attributes="member: 6924770"><p>I started out reading all those guides and looking into what they recommended. I could see the logic behind the choices. Then I decided to DM a game I would enjoy and took a hard look at the entire rule set and what would be considered broken. Of course I broke the heck out the game and looked for all the bits that were vastly underpowered or vastly overpowered. I'm even playing one of my early attempts at a broken character from a class that most people said was garbage (ranger) (can consistently do 50 damage in a turn in melee with sub-optimal weapons and is really hard to hit with high AC).</p><p></p><p>It was then that I realized that many of the recommendations and proven though processes are not necessarily the most effective thing, nor are they the necessarily fun.</p><p></p><p>So I started making every broken character I could while avoiding any often produced logic. A high charisma eldritch knight with low strength and intelligence, sorcerer wizard with only a focus to mental abilities and the highest AC of 11, an orc bardbarian with a charisma dump stat (focus on trying to get to gargantuan level of strength to show off, plays maracas, grapples). After all that I realized that I can really do whatever I want as a character, so long as the game is at least level 8, because feats and multicasting will generally get me what I want. </p><p></p><p>-The damage dice for weapons do not really matter, except something like 2d6 or a d12 vs 1d4.</p><p>-Nearly all characters are playable, and enjoyable, if you understand the rules and do not mind NOT being optimized out the wazoo.</p><p>-Don't listen to people tell you that something is a garbage combination/choice, because I can almost guarantee that there is a way to make it shine.</p><p>-Investing in the main spellcasting stat is rarely necessary, since all magic lists have plenty of options that do not rely on it</p><p>---- Really only high DC for spells or abilities requires a real focus into that ability.</p><p>-Proficiency will be bonus enough at later level in many cases, allowing for respectable attack bonuses or saves with lower ability scores.</p><p></p><p>Statistically one thing is better than another (short sword vs rapier). Realistically the difference is so small that it simply is not worth thinking about, at least not for me any more. Flat damage bonuses and multiple attacks are so much more reliable than how many sides your damage die has. </p><p>similar argument for different armors, since any real focus at a higher AC results in very similar results, just with different weights and ability score investments.</p><p></p><p></p><p>So to answer the fear, Yes, new players are most certainly looking at those guides and reigning in their choices. Should they? To get a better grasp of the game quickly, yes. To find the "correct" way to play, no.</p><p></p><p>If the player is dedicated enough to reading those guides, a lot of them contradict each other and some are very good at giving different strategies to making said class. If the player is really really dedicated, then they will eventually notice how everything is put together and realize that they have a whole host of options. Takes time, but I think a new or low effort player is not exactly expected to field something amazing and unique. (the few low effort players I have seen have a hard enough time remembering what their characters can do from week to week or how to do combat).</p></blockquote><p></p>
[QUOTE="Sleepy Walker, post: 7371449, member: 6924770"] I started out reading all those guides and looking into what they recommended. I could see the logic behind the choices. Then I decided to DM a game I would enjoy and took a hard look at the entire rule set and what would be considered broken. Of course I broke the heck out the game and looked for all the bits that were vastly underpowered or vastly overpowered. I'm even playing one of my early attempts at a broken character from a class that most people said was garbage (ranger) (can consistently do 50 damage in a turn in melee with sub-optimal weapons and is really hard to hit with high AC). It was then that I realized that many of the recommendations and proven though processes are not necessarily the most effective thing, nor are they the necessarily fun. So I started making every broken character I could while avoiding any often produced logic. A high charisma eldritch knight with low strength and intelligence, sorcerer wizard with only a focus to mental abilities and the highest AC of 11, an orc bardbarian with a charisma dump stat (focus on trying to get to gargantuan level of strength to show off, plays maracas, grapples). After all that I realized that I can really do whatever I want as a character, so long as the game is at least level 8, because feats and multicasting will generally get me what I want. -The damage dice for weapons do not really matter, except something like 2d6 or a d12 vs 1d4. -Nearly all characters are playable, and enjoyable, if you understand the rules and do not mind NOT being optimized out the wazoo. -Don't listen to people tell you that something is a garbage combination/choice, because I can almost guarantee that there is a way to make it shine. -Investing in the main spellcasting stat is rarely necessary, since all magic lists have plenty of options that do not rely on it ---- Really only high DC for spells or abilities requires a real focus into that ability. -Proficiency will be bonus enough at later level in many cases, allowing for respectable attack bonuses or saves with lower ability scores. Statistically one thing is better than another (short sword vs rapier). Realistically the difference is so small that it simply is not worth thinking about, at least not for me any more. Flat damage bonuses and multiple attacks are so much more reliable than how many sides your damage die has. similar argument for different armors, since any real focus at a higher AC results in very similar results, just with different weights and ability score investments. So to answer the fear, Yes, new players are most certainly looking at those guides and reigning in their choices. Should they? To get a better grasp of the game quickly, yes. To find the "correct" way to play, no. If the player is dedicated enough to reading those guides, a lot of them contradict each other and some are very good at giving different strategies to making said class. If the player is really really dedicated, then they will eventually notice how everything is put together and realize that they have a whole host of options. Takes time, but I think a new or low effort player is not exactly expected to field something amazing and unique. (the few low effort players I have seen have a hard enough time remembering what their characters can do from week to week or how to do combat). [/QUOTE]
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