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<blockquote data-quote="5ekyu" data-source="post: 7308995" data-attributes="member: 6919838"><p>given the parameters you describe, i think At is the way i would go in your circumstance. </p><p></p><p>However, i think instead of focusing as much on what is going on in the campaign right now, you should focus instead on what you want your character to do. Remember, the PCs are not just passive reactors to what is going on, so as the game progresses you *can* choose to be more directive in the course of the game and what happens and in that vein alter the situations you encounter. So, you can get into more cases where the THIEF abilities or the Assassin abilities matter more and more often. keep the whole party in mind of course, a lot of solo one-off type activities might shut them out and so not be as desirable, but you have a lot of options.</p><p></p><p>Trickster simply put "opens new doors" (figuratively speaking - though maybe literally) in that the opening up of spell options creates new things you can do as you go along. In my mind that kind of thing is often more important than making what you already do better. </p><p></p><p>Thief and Assassin really make "what you already do" better. i would myself put THIEF above Assassin unless it was an almost all combat campaign. The bonus actions it adds have a lot of potential uses in a lot of situations.</p><p></p><p>Without a true wizard or strong arcane presence, i would say Trickster seems like a very strong choice for many reasons.</p><p></p><p>Also, just an aside, i know a lot of the white room builds look ahead to 20s... i usually at low levels only look through 11th mostly with a little nod to 15th. that is because you have very little idea what the needs will be and what the challenges will be once you hit those levels - *if* you hit those levels (many game stop by 15th.) You can only be sure the challenges wont be the same ones you face at 3-4 or even 5-10.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7308995, member: 6919838"] given the parameters you describe, i think At is the way i would go in your circumstance. However, i think instead of focusing as much on what is going on in the campaign right now, you should focus instead on what you want your character to do. Remember, the PCs are not just passive reactors to what is going on, so as the game progresses you *can* choose to be more directive in the course of the game and what happens and in that vein alter the situations you encounter. So, you can get into more cases where the THIEF abilities or the Assassin abilities matter more and more often. keep the whole party in mind of course, a lot of solo one-off type activities might shut them out and so not be as desirable, but you have a lot of options. Trickster simply put "opens new doors" (figuratively speaking - though maybe literally) in that the opening up of spell options creates new things you can do as you go along. In my mind that kind of thing is often more important than making what you already do better. Thief and Assassin really make "what you already do" better. i would myself put THIEF above Assassin unless it was an almost all combat campaign. The bonus actions it adds have a lot of potential uses in a lot of situations. Without a true wizard or strong arcane presence, i would say Trickster seems like a very strong choice for many reasons. Also, just an aside, i know a lot of the white room builds look ahead to 20s... i usually at low levels only look through 11th mostly with a little nod to 15th. that is because you have very little idea what the needs will be and what the challenges will be once you hit those levels - *if* you hit those levels (many game stop by 15th.) You can only be sure the challenges wont be the same ones you face at 3-4 or even 5-10. [/QUOTE]
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