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Community
General Tabletop Discussion
*Pathfinder & Starfinder
I dont get the argument that you can do any concept with just core rules.
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3003862" data-attributes="member: 20805"><p>Yes, I am perfectly serious...</p><p></p><p>The concept is quite 'viable' if you mean its a character build that can be played in a role-playing game with the end result of having fun role-playing.</p><p></p><p>The concept is not 'viable' if your standard is that it must '...approach parity with ...' character class X.</p><p></p><p>This debate boils down to one thing, interpretation of 'character concept'.</p><p> To me and others, character concept means the flavour of a character.</p><p> To you and others, apparently character concept means more along the lines of 'character build whose combat optimization is not impaired by mechnanics.</p><p></p><p>For you, a master thrower is a character whose thowing weapon skills are as deadly as a character who chooses another weapon.</p><p>For me, a master thrower is a character who is better then anyone else at throwing. </p><p></p><p></p><p>Note: Custom items are 'core' in that the core rules include creating custom magic items and spells....</p><p>Does becoming a master thrower cost alot of feats? Sure.. otherwise everybody would be one. Is is less optimal than other choices? Sure...</p><p></p><p>However, the character I laid out above will, <em>in its element</em> out perform other combat characters.</p><p> Its element is not open ground with no cover against archers, not fighting undead and constructs.</p><p> Put such a character into a dungeon against humanoid opponents and you can see where the danger is.</p><p></p><p> Not using books, but going into HR territory, you could design a feat tree that allows full-attack with thrown weapons well moving.. making the character even nastier <em>in its element</em></p><p></p><p>I think its interesting that no-one ever mentions all the things that could nerf an archer.. like your average dungeon setting... All you need is to send the party into a low ceilinged complex, say 5'2"... insta nerf of all long-bow and greatsword weilders.</p><p> </p><p></p><p>Anyway.. concept <> build</p><p>viable <> parity of combat power</p><p></p><p>YM.. obviously, MV..</p><p></p><p>Powergaming keeps getting mentioned .. by Two.</p><p> The definition of 'decent build' meaning 'combat parity' = powergaming</p><p> When you make a character concept to fit a role-playing idea of what the character should be, you often end up with sub-optimal combat builds. This only makes the character not viable if you game in a powergaming environment that required combat parity and min/maxing.</p><p></p><p>Me, I just play the game for fun..and some of my most memorable characters were horribly not 'viable' by your defination.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3003862, member: 20805"] Yes, I am perfectly serious... The concept is quite 'viable' if you mean its a character build that can be played in a role-playing game with the end result of having fun role-playing. The concept is not 'viable' if your standard is that it must '...approach parity with ...' character class X. This debate boils down to one thing, interpretation of 'character concept'. To me and others, character concept means the flavour of a character. To you and others, apparently character concept means more along the lines of 'character build whose combat optimization is not impaired by mechnanics. For you, a master thrower is a character whose thowing weapon skills are as deadly as a character who chooses another weapon. For me, a master thrower is a character who is better then anyone else at throwing. Note: Custom items are 'core' in that the core rules include creating custom magic items and spells.... Does becoming a master thrower cost alot of feats? Sure.. otherwise everybody would be one. Is is less optimal than other choices? Sure... However, the character I laid out above will, [i]in its element[/i] out perform other combat characters. Its element is not open ground with no cover against archers, not fighting undead and constructs. Put such a character into a dungeon against humanoid opponents and you can see where the danger is. Not using books, but going into HR territory, you could design a feat tree that allows full-attack with thrown weapons well moving.. making the character even nastier [i]in its element[/i] I think its interesting that no-one ever mentions all the things that could nerf an archer.. like your average dungeon setting... All you need is to send the party into a low ceilinged complex, say 5'2"... insta nerf of all long-bow and greatsword weilders. Anyway.. concept <> build viable <> parity of combat power YM.. obviously, MV.. Powergaming keeps getting mentioned .. by Two. The definition of 'decent build' meaning 'combat parity' = powergaming When you make a character concept to fit a role-playing idea of what the character should be, you often end up with sub-optimal combat builds. This only makes the character not viable if you game in a powergaming environment that required combat parity and min/maxing. Me, I just play the game for fun..and some of my most memorable characters were horribly not 'viable' by your defination. [/QUOTE]
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Community
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I dont get the argument that you can do any concept with just core rules.
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