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<blockquote data-quote="Jemal" data-source="post: 4249853" data-attributes="member: 9026"><p>'not sucking' is more about HOW you play than WHAT you play. A straight 20th lvl sorceror 'doesn't suck'. The sucker's got 9th level spells!! It just doesn't have as many extra abilities as someone with prestige classes. It DOES however, have it's own benefits.. It isn't spending feats on meeting requirements, meaning it has more feats to spend on other things. One of my alternate character concepts was a straight 20 Silverbrow human(Dragonblooded) sorc with a crapload of metamagic and the practical metamagic feat (Each time you take it, pick a metamagic feat you know and reduce it's lvl adjustment by 1).</p><p></p><p>As for optimization...</p><p></p><p>There are Three types of "killer builds"</p><p>#1 - The type made by people because they want to make a 'killer build'. These almost always fail in one aspect (Usually roleplaying/purpose, they exist soley to kill or be unkillable).</p><p>#2 - The kind that come out of picking a really cool concept that you think would be fun to play and then going "OK, now how do I make this happen in D&D?" </p><p>#3 - you see a class/prestige class/Feat combo that you think could make for an interesting character, and then build everything else around that, starting with WHY it's cool.</p><p></p><p>Option 2 requires you to come up with your concept, then work out the rules. Option 3 requires you to see something that catches your attention, then expand THAT into a concept, and add the remaining rules.</p><p>Option 1 is for when you just go "I wanna deal a gajillion damage and be invincimable", and then attempt to tack on a concept afterwards.</p><p></p><p></p><p>Personally, I love powerful characters. Not because I'm worried about sucking in relation to other characters, but because the cool concepts almost always lend themselves easily to being powerful.</p><p>Wolverine, Elminster, Raistlin, Superman, Vegeta, Ichigo, Neo.. All cool concepts. ALso all very powerful.</p><p>I can't think of many 'uncool' characters off the top of my head.. probably cuz they're not cool, and thus not easy to remember, but I think you get the point.</p><p></p><p>What is the point, you ask? The point is simply this: Your goal should be to play a cool/interesting/amusing/deep/whatever character, not a 'powerful' character. </p><p>IN more depth, this means that If you think your character won't be able to keep up, that doesn't mean he's too weak, and it doesn't mean other characters are too strong. What it MEANS is that you obviously aren't quite as fond of the concept as you originally thought, b/c you're now finding yourself desiring more power rather than desiring to continue with the current concept. If such is the case, then by all means abandon the concept, b/c it's probably something you wouldn't have enjoyed playing in ANY campaign, if it was unable to hold your attention when someone dangled the elusive 'killer build' nearby.</p></blockquote><p></p>
[QUOTE="Jemal, post: 4249853, member: 9026"] 'not sucking' is more about HOW you play than WHAT you play. A straight 20th lvl sorceror 'doesn't suck'. The sucker's got 9th level spells!! It just doesn't have as many extra abilities as someone with prestige classes. It DOES however, have it's own benefits.. It isn't spending feats on meeting requirements, meaning it has more feats to spend on other things. One of my alternate character concepts was a straight 20 Silverbrow human(Dragonblooded) sorc with a crapload of metamagic and the practical metamagic feat (Each time you take it, pick a metamagic feat you know and reduce it's lvl adjustment by 1). As for optimization... There are Three types of "killer builds" #1 - The type made by people because they want to make a 'killer build'. These almost always fail in one aspect (Usually roleplaying/purpose, they exist soley to kill or be unkillable). #2 - The kind that come out of picking a really cool concept that you think would be fun to play and then going "OK, now how do I make this happen in D&D?" #3 - you see a class/prestige class/Feat combo that you think could make for an interesting character, and then build everything else around that, starting with WHY it's cool. Option 2 requires you to come up with your concept, then work out the rules. Option 3 requires you to see something that catches your attention, then expand THAT into a concept, and add the remaining rules. Option 1 is for when you just go "I wanna deal a gajillion damage and be invincimable", and then attempt to tack on a concept afterwards. Personally, I love powerful characters. Not because I'm worried about sucking in relation to other characters, but because the cool concepts almost always lend themselves easily to being powerful. Wolverine, Elminster, Raistlin, Superman, Vegeta, Ichigo, Neo.. All cool concepts. ALso all very powerful. I can't think of many 'uncool' characters off the top of my head.. probably cuz they're not cool, and thus not easy to remember, but I think you get the point. What is the point, you ask? The point is simply this: Your goal should be to play a cool/interesting/amusing/deep/whatever character, not a 'powerful' character. IN more depth, this means that If you think your character won't be able to keep up, that doesn't mean he's too weak, and it doesn't mean other characters are too strong. What it MEANS is that you obviously aren't quite as fond of the concept as you originally thought, b/c you're now finding yourself desiring more power rather than desiring to continue with the current concept. If such is the case, then by all means abandon the concept, b/c it's probably something you wouldn't have enjoyed playing in ANY campaign, if it was unable to hold your attention when someone dangled the elusive 'killer build' nearby. [/QUOTE]
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