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General Tabletop Discussion
Character Builds & Optimization
How to avoid ridiculous player character builds
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<blockquote data-quote="Dozen" data-source="post: 6155591" data-attributes="member: 6698275"><p>While I agree with most of what you said and how you justify them, I must point out the above doesn't help one bit in and of itself. It may work for a specific campaign, probably one you run, but not applicable in general. Banning whole books instead of material known to be more beefy than what you're looking for is misguided. The base classes presented in the Player's Handbook are all over the place regarding power. You may have tamed Druids and Clerics with spell restrictions. Beside that, all you've achieved is a relatively boring, small selection for your even still unbalanced PCs to choose from. </p><p></p><p>You'd had been better off by allowing classes known to be weakish on the various optimizer boards. You can trust them when they say they can't break the game with a class, that's what they do for a hobby. Instead of allowing Wizards, Druids, and Fighters in the same group(which will never work in favor of balance, no matter how much you want it, albeit may not affect it negatively either), allow Hexblades, Warlocks, Meldshapers(except Necrocarnum or spellcaster multiclass), Initiators, and similar magic users to take the place of full casters. Allow material published specifically for those classes from all core books, you literally can't go wrong.</p><p></p><p></p><p></p><p>I run a campaign with the exact same concept right now!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Man, nice to see I'm not the only one.</p></blockquote><p></p>
[QUOTE="Dozen, post: 6155591, member: 6698275"] While I agree with most of what you said and how you justify them, I must point out the above doesn't help one bit in and of itself. It may work for a specific campaign, probably one you run, but not applicable in general. Banning whole books instead of material known to be more beefy than what you're looking for is misguided. The base classes presented in the Player's Handbook are all over the place regarding power. You may have tamed Druids and Clerics with spell restrictions. Beside that, all you've achieved is a relatively boring, small selection for your even still unbalanced PCs to choose from. You'd had been better off by allowing classes known to be weakish on the various optimizer boards. You can trust them when they say they can't break the game with a class, that's what they do for a hobby. Instead of allowing Wizards, Druids, and Fighters in the same group(which will never work in favor of balance, no matter how much you want it, albeit may not affect it negatively either), allow Hexblades, Warlocks, Meldshapers(except Necrocarnum or spellcaster multiclass), Initiators, and similar magic users to take the place of full casters. Allow material published specifically for those classes from all core books, you literally can't go wrong. I run a campaign with the exact same concept right now!:D Man, nice to see I'm not the only one. [/QUOTE]
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