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<blockquote data-quote="DEFCON 1" data-source="post: 5488072" data-attributes="member: 7006"><p>The only problem I foresee with what you are proposing, Darsuul... is that you are basically winnowing things down to only a <em>select few</em> possible archetypes. By cutting out the huge swathe of feats and power choices in an effort to create a more streamlined process to build your archetypes... you'll invariably leave out huge numbers of archetypes that other players might want.</p><p></p><p>Sure, your grizzled veteran scout dual-wielding battleaxes might be able to be built... but what about someone else's archetype of the magical warrior dandy who uses magic to freeze his opponent in place while he runs circles around him throwing knives at him? How would you expect to build something like this without having the applicable feats and powers available to select from? And if you DO start adding in more feats and powers to make these new archetypes viable... you just eventually end up with just as many possible choices to select from as we have now.</p><p></p><p>***</p><p></p><p>Now that being said... I do think what you want to accomplish <strong>IS</strong> possible, even with the game currently as is. And it can be accomplished simply by having <em>the Dungeon Master build your character for you</em>.</p><p></p><p>You write up the concept of the character you want... as detailed or as lacking in detail as you want. You then hand the concept to the DM and then let him do all the work fiddling over the details. You don't look at a single rulebook and don't decide in any way, shape or form what skills, feats, powers, or equipment you might need to accomplish the character generation. That way, you never have any impetus to think "Well, feat W is good, but if I take feat X and then change this power to this other one, and then multi-class into Y to get skill Z then my character is much better..." and all that crap. Instead, you have a character concept in your head, and you get handed back a character sheet that has built and gets over as much of the concept as possible with the chargen items involved that the DM could choose from. And most likely, the DM has also looked ahead to later levels and plotted out an advancement plan for you as well.</p><p></p><p>And what's good about this method... is that if during play your character starts moving in a certain direction that you weren't expecting... you never have to worry at level-up whether you are shooting yourself in the foot by selecting a power that might conceptually be more in line with where your character is going, but when placed right next to other powers at that level, isn't as "good". Just don't look at the rulebooks and you never have to worry that you aren't being "optimal".</p><p></p><p>Because the only thing that is putting optimization and game mechanics ahead of concept is you... not the game system itself.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5488072, member: 7006"] The only problem I foresee with what you are proposing, Darsuul... is that you are basically winnowing things down to only a [I]select few[/I] possible archetypes. By cutting out the huge swathe of feats and power choices in an effort to create a more streamlined process to build your archetypes... you'll invariably leave out huge numbers of archetypes that other players might want. Sure, your grizzled veteran scout dual-wielding battleaxes might be able to be built... but what about someone else's archetype of the magical warrior dandy who uses magic to freeze his opponent in place while he runs circles around him throwing knives at him? How would you expect to build something like this without having the applicable feats and powers available to select from? And if you DO start adding in more feats and powers to make these new archetypes viable... you just eventually end up with just as many possible choices to select from as we have now. *** Now that being said... I do think what you want to accomplish [B]IS[/B] possible, even with the game currently as is. And it can be accomplished simply by having [I]the Dungeon Master build your character for you[/I]. You write up the concept of the character you want... as detailed or as lacking in detail as you want. You then hand the concept to the DM and then let him do all the work fiddling over the details. You don't look at a single rulebook and don't decide in any way, shape or form what skills, feats, powers, or equipment you might need to accomplish the character generation. That way, you never have any impetus to think "Well, feat W is good, but if I take feat X and then change this power to this other one, and then multi-class into Y to get skill Z then my character is much better..." and all that crap. Instead, you have a character concept in your head, and you get handed back a character sheet that has built and gets over as much of the concept as possible with the chargen items involved that the DM could choose from. And most likely, the DM has also looked ahead to later levels and plotted out an advancement plan for you as well. And what's good about this method... is that if during play your character starts moving in a certain direction that you weren't expecting... you never have to worry at level-up whether you are shooting yourself in the foot by selecting a power that might conceptually be more in line with where your character is going, but when placed right next to other powers at that level, isn't as "good". Just don't look at the rulebooks and you never have to worry that you aren't being "optimal". Because the only thing that is putting optimization and game mechanics ahead of concept is you... not the game system itself. [/QUOTE]
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