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<blockquote data-quote="VariSami" data-source="post: 6005524" data-attributes="member: 6698543"><p>My take is that some options open more interesting implications than others. Often enough these options also happen to involve a higher level of power.</p><p></p><p>For example, I played a Dread Necromancer/Anima Mage only recently. I put a lot of effort into making him, and especially his choice of feats was no easy task.</p><p></p><p>Obviously Tomb-Tainted Soul and Improved Binding due to allowing powerful effects. Those were more or less me power-gaming. But they had implications for the character in-game: he had a connection to death that was reflected in his dialogue and made the living uneasy around him. Also, he was playing with powers that were barely within control (since Improved Binding allows more powerful vestiges but doesn't make contracting them any easier).</p><p></p><p>Then I had the choice of trying out Mother Cyst which added to his spell list some interesting options. Or I could go with something more generic (though not necessarily mechanically worse). I went with the Cyst since it literally plants a necrotic tumor within the character and allows him to afflict others with them. The implications of this were that my character had the power to afflict others with a condition similar to an exploding collar: you betray me, you die. Or maybe I'll assume direct control. Or use you as a spy drone. He tried abusing this since he was evil - but more or less always asking for the consent of his equals since he was lawful. It lead to some roleplaying though the feat was capable of greatly incresing the versatility of the character.</p><p></p><p>Tl;dr anecdotes? Most of the options given (such as skill boosting feats) are generic garbage and actually interesting options are often the stronger ones which leads to "optimized" characters in my case.</p></blockquote><p></p>
[QUOTE="VariSami, post: 6005524, member: 6698543"] My take is that some options open more interesting implications than others. Often enough these options also happen to involve a higher level of power. For example, I played a Dread Necromancer/Anima Mage only recently. I put a lot of effort into making him, and especially his choice of feats was no easy task. Obviously Tomb-Tainted Soul and Improved Binding due to allowing powerful effects. Those were more or less me power-gaming. But they had implications for the character in-game: he had a connection to death that was reflected in his dialogue and made the living uneasy around him. Also, he was playing with powers that were barely within control (since Improved Binding allows more powerful vestiges but doesn't make contracting them any easier). Then I had the choice of trying out Mother Cyst which added to his spell list some interesting options. Or I could go with something more generic (though not necessarily mechanically worse). I went with the Cyst since it literally plants a necrotic tumor within the character and allows him to afflict others with them. The implications of this were that my character had the power to afflict others with a condition similar to an exploding collar: you betray me, you die. Or maybe I'll assume direct control. Or use you as a spy drone. He tried abusing this since he was evil - but more or less always asking for the consent of his equals since he was lawful. It lead to some roleplaying though the feat was capable of greatly incresing the versatility of the character. Tl;dr anecdotes? Most of the options given (such as skill boosting feats) are generic garbage and actually interesting options are often the stronger ones which leads to "optimized" characters in my case. [/QUOTE]
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