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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Legends & Lore 16 Jan 2012
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<blockquote data-quote="pemerton" data-source="post: 5782929" data-attributes="member: 42582"><p>Here is the text from Martial Power:</p><p></p><p style="margin-left: 20px">It happens. You’ve played your martial character a while, and suddenly Martial Power shows up, offering many new possibilities - options you might have picked if you had known about them earlier.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Don’t despair; you have a few choices. Retraining rules (see page 28 of the Player’s Handbook) make tapping into Martial Power easy. If retraining won’t do the trick quickly enough, talk to your DM and your fellow players about reworking your character along the lines Martial Power provides. Chances are you can overhaul your PC to match your desires without doing any harm to the campaign. Your DM might even have a way to make the change a part of the story. If doing that ultimately proves too difficult, a dramatic exit for the older character could make way for a new one.</p><p></p><p>The other Power books have pretty similar text.</p><p></p><p>This approach works fine for me. In my game, I let three players adjust their PCs' ability scores once they had played for a bit and got a better handle on the direction in which they wanted to take their PCs, and one player rebuilt his ranger as a hybrid ranger-cleric once PHB3 came out. (As he named it, "Operation: have my PC do something other than Twin Strike.)</p><p></p><p>I think this approach is probably going to be less acceptable for those who either (i) see playing the PC you build as part of the challenge of the game, and/or (ii) don't like to see any change on the PC sheet that does not emerge organically out of the fiction. But those layers might also have trouble with your option (c) above (ie that the two fighters who are mechanically different are roughly the same in the fiction).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5782929, member: 42582"] Here is the text from Martial Power: [indent]It happens. You’ve played your martial character a while, and suddenly Martial Power shows up, offering many new possibilities - options you might have picked if you had known about them earlier. Don’t despair; you have a few choices. Retraining rules (see page 28 of the Player’s Handbook) make tapping into Martial Power easy. If retraining won’t do the trick quickly enough, talk to your DM and your fellow players about reworking your character along the lines Martial Power provides. Chances are you can overhaul your PC to match your desires without doing any harm to the campaign. Your DM might even have a way to make the change a part of the story. If doing that ultimately proves too difficult, a dramatic exit for the older character could make way for a new one.[/indent] The other Power books have pretty similar text. This approach works fine for me. In my game, I let three players adjust their PCs' ability scores once they had played for a bit and got a better handle on the direction in which they wanted to take their PCs, and one player rebuilt his ranger as a hybrid ranger-cleric once PHB3 came out. (As he named it, "Operation: have my PC do something other than Twin Strike.) I think this approach is probably going to be less acceptable for those who either (i) see playing the PC you build as part of the challenge of the game, and/or (ii) don't like to see any change on the PC sheet that does not emerge organically out of the fiction. But those layers might also have trouble with your option (c) above (ie that the two fighters who are mechanically different are roughly the same in the fiction). [/QUOTE]
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Legends & Lore 16 Jan 2012
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