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Guest 6801328
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I guess I'm used to games where magic items are generally easy come, easy go. (in the session I ran tonight I blew up a couple, one of which was a rather costly loss)
Yeah, we just have different preferences on this one.
Which is something I rather dislike about 3e-and-newer D&D: too much focus on planned-out character building.
Or, you've just got to adapt to suit whatever special abilities you might end up with.
This one, too. I don't like character building to be too much of a mini-game (e.g. last couple of editions) but I do like to have some conscious choices. I'm slightly more in agreement about the "planned out" part, but for the most part the planning in 5e is just an intellectual game; you don't actually make the decision until those ASIs, or other choices, roll around, and rarely (never?) does an early choice commit you to a later choice. It's not like having talent trees and heavy prerequisites, where you must plan early to get the good stuff later.
(Drifting off-topic, but I do like the UA with "class options", including the ability to change Fighting Style. It kinda sucks to commit to one fighting style and then, for whatever reason, to want a different style. I know some people think the commitment is just part of the game, but in my opinion it doesn't add anything to the game in this case.)