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General Tabletop Discussion
Character Builds & Optimization
How to avoid ridiculous player character builds
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<blockquote data-quote="kingius" data-source="post: 6155350" data-attributes="member: 85123"><p>I see people here talking about magic item wish lists.</p><p></p><p>I run a sandbox campaign where the players are told up front that there are areas that are dangerous and there are areas that aren't. The world pre-exists before the characters come along, so they have to be careful. This means that magic item wish lists are completely out. Instead the players must adventure to find them and follow up on rumours. Perhaps even pay for treasure maps. X marks the spot...</p><p></p><p>So to a large extent the players in my campaign affect the world through their actions and do not have very much tailored to them individually. I do adjust encounter difficulties (unless the area is known to be difficult.. i.e. if it's well known that the marsh to the west is the home of black dragons then it might be a good idea to avoid it at level 1!). Again, no magic item wish lists helps to balance things.</p><p></p><p>Casters are supposed to be powerful at high levels, remember. The problem is getting a spell caster to the high levels in the first place. Even in 3.5 this is not easy in a sandbox campaign unless in the hands of a skillful and careful player. This is how things balance out in the long run. I do allow casters to pick new spells on leveling up but have toyed with the idea of losing this. However, certain spells I consider to be too important for mages to not get so taking away the players chance to get them... to then arbitarily distribute them around dungeons on purpose to make up for it... seems to be somewhat self defeating. So I let the players pick and stick to the random tables for treasure. It's working for us.</p></blockquote><p></p>
[QUOTE="kingius, post: 6155350, member: 85123"] I see people here talking about magic item wish lists. I run a sandbox campaign where the players are told up front that there are areas that are dangerous and there are areas that aren't. The world pre-exists before the characters come along, so they have to be careful. This means that magic item wish lists are completely out. Instead the players must adventure to find them and follow up on rumours. Perhaps even pay for treasure maps. X marks the spot... So to a large extent the players in my campaign affect the world through their actions and do not have very much tailored to them individually. I do adjust encounter difficulties (unless the area is known to be difficult.. i.e. if it's well known that the marsh to the west is the home of black dragons then it might be a good idea to avoid it at level 1!). Again, no magic item wish lists helps to balance things. Casters are supposed to be powerful at high levels, remember. The problem is getting a spell caster to the high levels in the first place. Even in 3.5 this is not easy in a sandbox campaign unless in the hands of a skillful and careful player. This is how things balance out in the long run. I do allow casters to pick new spells on leveling up but have toyed with the idea of losing this. However, certain spells I consider to be too important for mages to not get so taking away the players chance to get them... to then arbitarily distribute them around dungeons on purpose to make up for it... seems to be somewhat self defeating. So I let the players pick and stick to the random tables for treasure. It's working for us. [/QUOTE]
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